Shadowrun 5E “Road Rage” Epilogue & Recap

We break down our second Shadowrun mission, “Road Rage,” in our Epilogue & Recap episode.

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Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report
Read “Road Rage” Session 2 Report
Read “Road Rage” Session 3 Report
Read “Road Rage” Session 4 Report
Read “Road Rage” Session 5 Report

For every mission we run in my Shadowrun role-playing group, I like to end with an Epilogue & Recap session. This gives us a chance to go over the events of the mission and pull back the curtain a bit on how I run the adventure. I welcome and encourage any and all feedback and criticism to the adventure itself (written completely by me) as well as how I run everything. It also gives me a chance to talk directly to the players about how they approached certain situations, and perhaps point out alternate paths or answer questions about other methods that were available to them.

It went over really well. We’re all old friends and family so everyone is comfortable talking frankly about what all worked and what didn’t. In general everyone was super positive over the “Road Rage” adventure, enjoying it more than the first mission. We all agreed it was a very combat heavy mission, but all the battles and scenarios were different and varied enough that they all remained fun and unique.

“Road Rage” was composed of five total scenes, using four custom built tactical maps in Roll20. It took us five total 2-3 hour sessions, not including this final recap session, making it much longer than our previous three-session adventure. I wrote it as a direct follow-up to the events of our inaugural adventure, “Not With a Whimper.” The players were contacted by their new fixer and contact, gang leader Jeremiah Redd, to escort an armored truck full of goods to an Ares MegaCorp buyer at the downtown Seattle docks.

The shipment came from Jay-T’s Automotive, the location of the final scene in the previous adventure. Reusing a previously built map was a huge time-saver for me, and I used the opportunity to create an entirely different scenario than the drone infiltration of the the last adventure. The players stumbled upon a hostage situation, and opted to go in guns-blazing, violently but effectively ending the hostilities with the gangers [Read Session 1 Report].

Shadowrun Road Rage Lapis LuzilThey also met their new NPC allies I saddled them with: freelance runner and sword-wielding Adept Lapis Luzil, and ex-ganger professional driver Crank. Crank was a fun callback to the last adventure as a previous minor adversary that the players specifically captured alive (as the driver of the DocWagon Ambulance) and turned over to Redd. I had him flip sides and embrace Redd’s gang. The players gathered the rest of the shipment into the truck, decided on how to split the party and what vehicles to take, and got started on their highway to hell, err Seattle [Read Session 2 Report].

What followed was a series of two unavoidable combat encounters. My initial plan was to offer a branching path depending on how the players handled the first encounter with the troll biker gang. After I started writing and building the tunnel map, however, I decided to simply force the issue so as to give the players another path and different encounter. It did feel a bit ‘railroad-y,’ a problem that crops up when using pre-defined visual aids like Roll20 in for a role-playing game, but ultimately all the players said they were fun and enjoyable encounters.

The highway chase scene with the troll bikers was a lengthy combat encounter, and our first use of vehicles in combat. Since starting Shadowrun I definitely wanted to jump into vehicular usage as it’s not exactly something that comes up during fantasy RPGs like Dungeons & Dragons. The players took right to it, using a few special chase combat attacks like Cutting Off and Ramming, as well as unleashing spells and guns at the trolls.

My trolls got some good hits in on the truck as well, including setting off a demolitions charge, adding a dire sense of urgency to the situation. Ultimately the players were able to defeat most of the trolls, but more appeared on the horizon, prompting Crank to suggest the tunnels as an alternate route [Read Session 3 Report].

While the highway was a typical action movie set-piece, the tunnels were dripping with horror and the unknown. I used Roll20’s fog of war system to limit the players’ vision, and once they were forced to move an obstacle I unleashed my ghouls upon them. We’d never fought feral, monster-type creatures before (most Shadowrun opponents are fellow metahumans) and I was unsure how many the players could take.

Turns out I had my worst rolls ever that night, as my ghouls continually tied on their attacks (which is basically a miss) while the runners wiped the floor with them. Ghouls have little defense so their danger comes in their numbers and their relatively high attack, which didn’t end up amounting to much. Still my players said they enjoyed the encounter, and the dread of not knowing how many of them were out there.road rage scene 2 highway

The last 20-30 minutes of our fourth session was the highlight of the adventure for me, as our players reached the guarded entrance to the docks and began panicking over how to approach it. Mauta began confessing her previous relationship to the buyer which might cause interesting problems, while Saran simply leapt over the barbed wire fence using the nearby shipping containers I’d placed. It was a fun and zany moment of player drama that as GM I can’t write for, but always hope for [Read Session 4 Report].

The players made it inside using Ursev’s powerful Jedi Mind Trick, err, Control Thoughts spell. The actual exchange and deal went off relatively problem free, with Falkirk the charismatic leader using a point of Edge to extract an impressive additional payout from the buyer (I totally didn’t consider Edge when writing my Net Hits to Money ratio on that Negotiation test).

At the end, right before being paid, the players were suddenly attacked by an unseen mage via a two-pronged attack – casting Mob Control on everyone in the immediate vicinity of the exchange site, and summoning a water spirit to attack everyone else. To make things even more climactic, the water spirit summoned a powerful thunderstorm localized right over the docks.

My players completely panicked and it was glorious. I only ensnared one of them in the mind spell (Falkirk) as Ursev was adamant about staying the truck the whole time, and I definitely wanted to follow the line of sight rules for the spell. Saran had to deal with the surprise attack of the water spirit, while Muata had a good elevated position to discover the spell’s source – a mysterious figure on a boat in the harbor. The players were burning Edge points left and right to both avoid attacks and disable the spell on Falkirk.

shadowrun

I was pretty lenient and merciful with the players at the end, mostly in the interest of time and not to completely screw them over with this unavoidable surprise attack (had they killed the buyer, they wouldn’t get paid). When Mauta took a shot at the boat, I had them immediately drive off, dissipating the spell. I originally planned on having the water spirit stick around as a pseudo final boss fight, but the climactic relief from the players after the mind control wore off motivated me to actually just have the water spirit retreat. The players got thanks from the buyer (they kept both his guard alive, though they were heavily injured), and received their substantial monetary award [Read Session 5 Report].

The players received a bunch of karma and money from the mission, quite a bit more than the first adventure, and everyone gave it an enthusiastic thumbs up. The finale was their first real look at the overarching villain of this campaign. The players have had a few opportunities to discover their identity but so far have come up short, leading to more mystery and questions. Will we find out more of the overall plot beginning in next week’s session? Well we dive into some of our runners’ backstories? Will Saran continue to act like a hilarious psychopath? Stay tuned to Sunday evenings for more of our Shadowrun live-streaming adventures!

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Shadowrun 5E “Road Rage” Session 5 Report

The runners finally make it to the exchange at the docks where they contend with a magical onslaught of thunderstorms and mind control that threatens to tear it all down.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report
Read “Road Rage” Session 2 Report
Read “Road Rage” Session 3 Report
Read “Road Rage” Session 4 Report

I was super excited going into our fifth and final session of this adventure. The last twenty or so minutes from last week’s session gave us a lot of delicious inter-team drama and deliberation – the kind I can’t plan or produce but can only hope evolves naturally (and enjoyably) during the adventure.

Last night’s session picked up just as a tense plan was coming together. Our runners needed to get inside the docks to complete their exchange of the goods they’d worked so hard to escort and protect. I was expecting some fun social tests to crop up; instead Ursev the troll shaman cast his ‘Jedi Mind Trick’ Control Thoughts spell (a malicious but effective form of temporary mind control) and basically forced the guard to wave them through.

Most of them clamored into the truck but Saran the decker and Mauta the weapons specialist both opted to leap across the chain link fence and sneak around the shipping containers. Mauta stuck to the high ground while Saran sneaked around the side. This was our first real use of a giant map and set piece in Roll20, and I was pleased that my players were impressed, and somewhat apprehensive with it. There was a funny bit where Saran wasn’t sure how to sneak around a simple dock worker taking a cigarette break. He was seriously thinking of killing the poor guy just because he was in his way, which the other players immediately balked at.

Things seemed to go pretty smoothly at the actual exchange. Mauta and Saran took up defensive overwatch positions while Falkirk, Ursev, and their NPC buddies Lapis and Crank showed up with the truck and the goods.

I made the buyer, Ares mid-level manager Ricardo Martin, an affable and outgoing guy. Falkirk made the surprisingly but brilliant call to use Edge on the Negotiation roll to try and squeeze more money out of the deal, pushing his total hits to 6 (and net hits over Ricardo’s roll to 3). From my notes that equaled another $6,000 nuyen in reward money per player, on top of the original $2,000 they were getting. Working for mega crops does have its advantages!

srr_concept_docks

Of course I wasn’t about to let things go down that easy. I unleashed my secret weapon – a two-step mage attack from an unseen enemy. The skies darkened and a massive rainstorm erupted on the shipyards. At the same time a large group of people where suddenly mind controlled, and told to ‘Kill The Others.’ Ricardo and his Knight Errant guards pulled weapons and began engaging the runners. Falkirk was the only player in the area that was also mind controlled, and he was forced to attack (though I let the player decide whom he would attack and with what weapon).

Finally I added a Water Spirit into the mix as the storm-summoning culprit. This was an interesting combat scenario as our players didn’t want to actually kill their opponents, but instead attempt to subdue them, knock them unconscious, or disrupt or dispel the spell. Poor Falkirk didn’t have enough Logic and Willpower to be able to resist the spell on his own, but Ursev used all of his turns and Edge points to dispel the enchantment on his friend.

Speaking of natural spell resistance, that’s definitely the one bit of book keeping I totally dropped the ball on. I remembered it for Lapis and Crank but almost not at all for the Ares people until right at the end. Granted they only had 2 dice to roll and needed 4 hits (taking a minimum 2 turns if they rolled fantastically) but still, oops! As a GM there’s often a lot going on, especially in combat, so it’s very helpful when players and/or twitch chat can point out the things I forget.

Road Rage Scene 5 docks

There were two major ways the players could get themselves out of this situation without having to murder or knock out their opponents: block the Line of Sight to the harbor (either physically blocking it or moving the affected people out of the way) or attacking the source of the magical attacks. Mauta had the best vision and position, and a Perception test revealed one of the boats in the harbor and a figure with a magical aura around them, transfixed on the docks using mounted telescope-type device.

Mauta’s first turn was to unsuccessfully shoot at the water spirit. For her second she fired at the boat. In this case I wasn’t even interested in normal attack/defense tests as the boat was protected by a mana barrier. The impact on the barrier was enough to disrupt the spellcaster, and the Mob Mind spell was shattered. I’d originally planned on having the water spirit fight to the death but the mood of the players was of relief and ready for the epilogue at this point (we were also right up against our usual stopping time) so instead I had the creature slink back into the water. The storm subsided, Ricardo was greatful no one was killed (save a single dock worker but pffttt) and everyone went their separate ways. Mission completed!

For their troubles (and their great Negotiation rolls) the players received a total of $10,000 nueyn for the mission, as well as 10 Karma points. They also got Ricardo and Lapis as Contacts they can call upon. Campaign-wise the plot certainly thickened with the attack during the finale with this obviously powerful and magically-gifted assailant. My goal with the overall campaign is to loosely stitch together a bunch of missions with an overarching villain and frequent appearances by familiar NPCs, both good and bad. Basically creating my own comic book style story arc.

I was satisfied with the end result, though hopefully it didn’t feel too rushed or anti-climatic. I was definitely hoping we’d finish the adventure this week and be able to do the full recap and epilogue episode next week, and frankly the adventure was already very combat-heavy without having me draw out this final battle. Look for that recap and feedback session next week as we cap off this second adventure of our Shadowrun campaign!

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Shadowrun 5E “Road Rage” Session 4 Report

Our runners fight off a pack of ghouls in some dark tunnels and finally make it to the docks where drama on how to get in ensues.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report
Read “Road Rage” Session 2 Report
Read “Road Rage” Session 3 Report

Thus far in our sophomore adventure combat has been a major focus. Each scene has revolved around a big encounter as my runners make their perilous journey to the docks in downtown Seattle. I’ve attempted to give each battle a very different feel and situation, from a hostage crisis to a chase scene on a highway to a creepy ghoul infestation in some darkened tunnels.

This session began just as the ghouls began attacking my players after they’d cleared the blockage for their vehicles. I rolled Initiative for both the few ghouls that the players had discovered as well that ones still to come, hidden via the GM layer. I rolled sneak checks for each hidden ghoul and gave the players a chance to spot them. The idea was to give a sense of dread and foreboding as more and more of the creatures approached from the darkness. Unfortunately once combat began I couldn’t roll worth shit!

Road Rage Scene 3 tunnel combat

Seriously, I probably had my worst rolls ever as a GM during this lengthy combat encounter that lasted a good two hours (nearly the entire length of our session). Ghouls were my players’ first real encounter with a feral monster-type enemy. As a GM they’re pretty easy to control even with nearly a dozen of them, simply charging at the nearest foe with their claws. I’ve never seen so many ties in my life. So many Ghouls connected with the runners’ armor only to bounce off. It was becoming an ongoing joke!

The ghouls’ main strengths lie in their surprisingly high attack roll and their numbers, neither of which did much good with my rolling. My runners, meanwhile were able to almost completely slaughter them using teamwork and coordination, especially the Falkirk- Saran pair that was on the South (left) side of the tunnel. The players did have an edge with having their two NPC allies that I controlled, one of whom was completely worthless while the other got two one-hit-kills by herself – wow. Ironic that my best rolls were for the players’ ally.

The one nasty outcome was that Ursev, the troll shaman, was rendered unconscious thanks to continued spellcasting drain and the few hits I was able to get with the pack of ghouls on the North side. Mauta the street samurai was able to use her First Aid (and a point of Edge) to revive him back to consciousness, and I let the players heal a bit of stun damage as they continued their journey out of the tunnels and into the docks.

Road Rage Scene 4 docks entrance

I was pleased to see that the tunnel combat didn’t take up the entirety of the session, though it came close. Combat can be fun in its own way, but as a GM I very much enjoyed the sudden drama that cropped up at the end as my players frantically deliberated on how to approach the heavily guarded entrance to the dockyard.

Mauta chose this opportunity to reveal more of her dangerous past with Ares, whom the players were attempting to sell the shipment to. At the same time Saran the decker impulsively leapt across the shipping containers, over the barbed wire fence and landing on the other side. That one is probably going to be saddled with some kind of ‘loose cannon’ Negative Quality very soon!

We ended it just as a plan was seemingly being put together, even though team leader Falkirk was wholly unaware of it! I absolutely love these unexpected moments of panic, drama, and deliberation – the kind of fantastic questioning and role-playing that can only be born from a live game in the middle of the action. Next week’s session should be very interesting, and should mark the end of our runners’ action-packed escort mission.

Shadowrun 5E “Road Rage” Session 3 Report

Our adventures continue as our players fend off a troll biker gang in a high-speed chase, then flee to some abandoned tunnels and run into even more danger.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report
Read “Road Rage” Session 2 Report

A lot can go wrong with video capturing and live streaming. I suppose I’ve been lucky thus far to run into a minimum of issues. Unfortunately fate reared its ugly head during last night’s session: my streaming program Open Broadcaster Software crashed multiple times and ended up corrupting over half the recorded video. Ironically I was disconnected at one point, which forced a reconnect and seemed to fix my issue, leaving us with at least some video – a good 45 minutes worth in fact. Thus the above video represents the second half of our adventure last night, with the first half (most of the highway battle) lost to to the ether.

But you can always read about it here! Our third session in the “Road Rage” adventure picked up right in the middle of the exciting highway chase combat scene that had unfolded at the end of last week’s session. My players had to fend off half a dozen troll bikers with mounted AK’s and zero interest in talking.

I had our missing player from last week roll Initiative along with the rest, and a forced Pilot Ground Craft test put him right in the thick of the battle on a stolen motorcycle. The combat reached some much more interesting outcomes as one of the troll bikers leapt from his bike onto the armored truck to set a demolition charge, while another succeeded in a Cut-Off chase maneuver, forcing my NPC truck driver, Crank, to make an emergency test. He failed and slammed into a car in front of him, spinning that poor car into the guardrail, doing further damage to the truck and losing speed.

The players continued to take shots at the trolls and were slowly gaining some ground. After all the heavy attacks on the truck, a panicked Crank suggested they need to get off the highway and flee to the abandoned tunnels to escape the gang. At that point the gang was reduced to only two trolls, and as I anticipated the players were reticent to suddenly change course. That’s when more troll gangers appeared on the opposite side of the highway, read to cross over at the next median break and join the fray.

shadowrun troll biker

I definitely wanted to create a tense action-packed atmosphere, and make the situation dangerous and dire enough to warrant the players essentially fleeing the battlefield despite their steady progress. The players themselves had taken hardly any damage but both vehicles had taken a toll, and I emphasized the danger of the damaged truck continuing at these speeds.

The players agreed, and fled to the nearby tunnels using a GM-directed ‘cutscene’. The tunnels were almost the antithesis of the highway – slow and spooky. Light and visibility suddenly became a big factor, and I quickly found that my players grew frustrated with the overbearing Fog of War. Considering I can use the GM layer to hide creatures and objects, it was probably a bit much.

The way forward was blocked by a broken down truck, and it was a fun opportunity for the players to divvy up what they wanted to do – some kept watch, some helped move the truck, and others explored the dark corners of the tunnel. I made sure to constantly ask what everyone was doing, as an attack was imminent.

Road Rage Scene 3 tunnel

The session ended just as a lone ghoul approached from the edge of the tunnel, while another pair of players stumbled upon a pair of them in a dark hole. Going straight from one non-negotiable combat scenario to another may prove a bit too much, but I’m hoping they provide such varying experiences as to remain enjoyable as our players continue their hard-fought journey.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Shadowrun 5E “Road Rage” Session 2 Report

Our second session of “Road Rage” concludes the initial hostage encounter from last week and moves onto the highway as our players defend their cargo from a troll biker gang.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report

We picked up right at the conclusion of our very long first session last week as the encounter with the gang at Jay-T’s had just ended. Two of them lay dead (well one was technically stabilized), with the third surrendering, and the fourth still handcuffed to the truck outside. My players were curious as to why this gang was here, what they were doing, and who they were working for. Unfortunately for them the two people most willing to talk to them lay dead or unconscious, so even with successful social tests they weren’t given much information.

My players spent quite a bit of time talking with their captives (and new NPC allies), asking questions, and deciding what to do with them. This whole first scene ended up lasting much longer than I anticipated but provided a lot of neat opportunities for combat, planning, and social skills. They asked one of their NPC allies what they should do next, and through her I suggested they call their Fixer and give him an update on the situation. They agreed to Jeremiah Redd’s suggestion to leave them tied up to be picked up later and get on with the mission.

Sadly right when we were about to go live with this week’s session, our decker player got called in to help deliver a baby. The curse of being a doctor! For the first time we had to roll with an MIA player. We had his character get a sudden call and have to leave, and I’ll leave it up to him on what that situation was. We’ll also need to write him into the next session, which could prove interesting considering the team ran into a biker gang during their highway escort mission!

i-5 route mapI left it entirely up to the players in how they wanted to situate themselves for the road trip. They had to travel North on I-5 for a little over 10 miles to downtown Seattle – yay for Google Maps! The armored truck would be driven by NPC Crank, whom they had just saved in the hostage situation and was a returning NPC from the first adventure that they had essentially captured and turned over to Redd. Crank had joined up with the Redd Scars and it was a fun opportunity to reward the players for their mercy and leniency by having him join them here – and in fact is probably a big reason that the players actively tried to recruit their new captured foes into Redd’s gang as well!

The armored truck could technically fit all of them, but they decided to utilize the modified pick-up truck they’d taken from the end of the last adventure as a secondary vehicle to help defend the truck should the need arise. Mauta the ex-special forces street samurai offered to drive while Falkirk the elf adept/Face rode with her. Our troll shaman opted to hide in the back of the armored truck amongst the crates, thinking he needed to avoid the port authority guards, while using clairvoyance on top of the truck to keep an eye out.

I gave the players a couple minutes to simply socialize with each other and offer a bit of downtime for the first leg of the journey. It ended up as a chance for Mauta to reveal that she had some connection to the buyer, though she remained mysterious and wouldn’t go into specific details. I definitely like the idea of incorporating my players’ backstories and pre-established contacts into the adventure whenever I can. It was a fun chance for role-playing and I try to give my players moments of levity in between the craziness.

Craziness, of course, will happen. This ain’t no peaceful cyberpunk world. A few minutes into the journey a half dozen members of the troll biker gang The Spikes roared up onto the on-ramp in an attempt to hi-jack the truck. I may have been a bit overeager to jump into a chase combat scenario on only our second ever Shadowrun adventure. As it is I do what I usually do and simplified much of the rules to suit our needs and keep everything fun and flowing.

road rage scene 2 highway

Drivers had to perform a driving test during their first initial pass (or autopilot takes over) but could use that test to perform a chase action such as ramming or cutting-off. The biker gang closed in on the vehicles and the players definitely felt their deckers’ absence, both another available gun and someone that could potentially stop a vehicle electronically.

Falkirk was able to take the closest biker down after two shots with his taser. He was getting crazy high, 5 hit rolls all night! Ironically filling up the stun monitor track via a taser will still probably lead to an opponent’s death when they’re rocketing down a highway on a motorcycle! Mauta and Crank both drove the vehicles and attempted to cut-off nearby bikers. Mauta came close, causing an opponent to swerve and get out of the way but he was able to avoid a crash. Ursev spent a dramatic, John Woo-type moment throwing open the doors of the truck and blasting a ball lightning at two bikers…for all of 2 hits, which both of them were able to dodge. Hey at least it “looked” cool!

We had to call it a night after the first combat turn was up. Combat in any RPG lasts awhile as you keep track of lots of things going on, but I’m glad we at least made it to the end of the turn so we can start with fresh new Initiative rolls for next week. We’re definitely going a lot slower in this adventure than I expected, even with the extra long session we did last week. Most likely Saran the decker will come roaring up at the beginning of this next round, and well see just where this encounter takes our heroes.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Shadowrun 5E “Road Rage” Session 1 Report

Our second adventure picks up with plot threads and characters from the previous run, as our runners are given a dangerous highway escort mission. First they have to secure the shipment, and run into a hostage situation.

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read the Recap for “Not With a Whimper”

For our second Shadowrun adventure I knew I wanted to follow up on events and plot threads left dangling from the first mission, “Not With a Whimper.” The players had gained a valuable Fixer and contact into the criminal underworld in Jeremiah Redd, and this adventure kicked off with the more traditional meet and mission brief.

I’d written a Prologue to include the mission briefing and info dumping for the task at hand, as well an opportunity for the players to do any shopping or general preparedness before starting the adventure proper. This is actually new territory for us as the first adventure I simply threw everyone together and literally had a bomb explode in their faces to kick things off.

The mission picked up the pieces of “Not With a Whimper’s” finale. With Jay-T out of commission, his auto shop and garage was easy pickings for any gangers and low-lifes that wandered in. Redd wanted to box up all the various hardware and electronics and sell the lot for as much as he could get. He found a buyer, Ricardo Martin, an assistant in Buying and Acquisition for Ares Macrotechnology. Redd needed the players to help escort the armored truck full of crates to the docks near downtown Seattle, and make sure the sale went through smoothly.

The players accepted and we spent some time doing some shopping. We also went over some important features we didn’t touch on in the previous adventure such as fake SINs and how to buy and sell loot.

Sr street

For many aspects of Shadowrun I modify the rules to suit our needs better. For selling loot I use an extended Negotiation test to determine how much time it takes to find an appropriate buyer (threshold of 10, can roll once per hour for items up to $10k). Buyers will purchase goods at 50% purchase cost, plus 10% for every hit rolled on an unopposed Negotiation test.

Shadowrun isn’t a loot driven game compared to most other RPGs, and I definitely don’t encourage looting of every body they take down (it doesn’t really make sense thematically or realistically; these guys aren’t hauling around backpacks full of guns). Still there will be appropriate times when a runner wants to take a fancy gun or device that I’ve planted, and there should always be an opportunity to sell it.

For buying loot I adhere closer to the rule book, which is to roll a Negotiation test versus the item’s availability. Players can add 25% to the cost of the item to give themselves +1 dice, up to 12 dice at 400% purchase cost. I was pleased to see the runners already working together to use the team member with the highest Negotiation/Social skills as their primary shopper.

The whole prologue took a solid hour, and I probably talked way too much but the players asked all the right questions and had a pretty solid idea what they needed to do. When they were done with shopping I advanced to our first real scene, and they received a rude awakening far earlier than they were planning on – Jay-T’s was under attack!

After the players car pooled and then stopped for coffee (heh, alright but that’s gonna cost ya!) they arrived back at Jay-Ts. I mentioned in my previous adventure’s recaps that reusing scenes in Roll20 is a huge time-saver as I spend quite a bit of time building them. Being able to reuse the finale of the previous adventure with a completely different situation and hostile scenario as the first exciting incident here helped speed my preparation up considerably.

Shadowrun Road Rage Lapis LuzilThe players found a hostage situation with a twist – both sides had a hostage! During the prologue I had introduced two NPCs that would be accompanying the players on the journey, one of them, elf adept and swordswoman Lapis Luzil was outside with a captive while the other, former ganger and wheelman Crank, was inside being held hostage by the group that had attacked. Redd’s night crew lay dead and Lapis and her captive were outside the building taking cover in the truck. The players had to assess the situation from her and the captive, then infiltrate the building and attempt to talk down or defeat the enemies inside.

In our previous adventure the players rarely had a chance to plan ahead, and when they did (the finale) they all kind of just did their own thing. That was technically appropriate to them having just been thrown in with each other by random chance, but they also expressed a desire to work together in the future to coordinate their tactics. I was pleased to see them do exactly that in this situation.

After gathering what information they could, they used a combination of their shaman’s clairvoyance spell and their decker’s video camera hacks to see as much of the inside as possible. The front door had been blocked by a large shelf, and the tension cords for the garage door had been severed (the upstairs window was also an option). The players’ defacto leader, elf adept and social guru Falkirk, gave orders like a seasoned commander to everyone, taking up defensive positions, and used their beefy troll shaman Ursev to lift the garage door.

At that point I had everyone roll Initiative, though of course on the Falkirk’s turn he used a Free Action to try and talk and diffuse the situation. It gets a bit awkward here as I kind of want him to get his say, but on the other hand still follow combat rules in terms of what actions everyone can perform on their Initiative Pass. Ultimately he exchanged some words with the mage, and she with another gang member but this group wouldn’t be talked down so easily.

I anticipated this to be a fairly tricky fight, but with the players incredibly prepared to rain hell on the garage it was actually very one-sided in their favor. Only one of the gangers was actually in there at the time (the mage). The leader could quickly step out of the office room and help, but their augmented muscle was quite far away in another room, and had to spend three full passes sprinting just to get to the garage. By the time he did, the other two were dead.

Road Rage Scene 1 Jay-T's gang fight

Damn my runners’ sniper street samurai! In an eerie similarity to our last adventure’s boss fight, Mauta managed a one hit kill with her high-powered sniper rifle on the mage on her initiative pass. She always seems to go last but her turn is always devastating. Killing the mage resulted in both Crank being freed from her Control Actions spell, and dissipating the fairly powerful Air Elemental that had just materialized into the garage. I didn’t get a chance to use him at all. D’oh!

The gang leader was quickly ganged up on by everyone else. Ironically our elf adept Falkirk used a Leadership roll to tell Lapis not to kill him after she had just sliced a good chunk out with her sword, and she begrudgingly agreed, only to have Falkirk then deal the killing blow with a huge roll on his taser. The way stun damage works in Shadowrun is once it’s full, the damage becomes physical. Since the leader had been about 50% damaged on both Physical and Stun monitors from previous attacks one 5 hit blast with me rolling 0 hits on defense took him down completely into negatives. He was on the ground with blood and smoke pouring out and wasn’t long for this world.

By the time the augmented muscle joined the fight he was hopelessly outnumbered, and after absorbing a shot from the decker, our elf leader easily talked him down into surrendering. Though his friends were dead or dying, the players had left Lapis’ young captive alive (and handcuffed to the truck), so he did have some incentive to surrender.

Even as shockingly one-sided as the fight ended up being, combat still takes a while and we went way later than our usual allotted time. It’s always awkward to end a session in the middle of combat, and I’d be lying if I said that the lateness of the session didn’t factor into the last foe’s willingness to surrender! Next week the players will undoubtedly have some questions for why this group was here, as well as what possible ties they could have to Crank, whom they seemed to know. Also of course, the actual road odyssey part of the journey will actually begin!

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.