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 “Not With a Whimper” Session 1 Report

For our first Shadowrun role-playing session I throw our street-level runners in the middle of some good old-fashioned gang warfare, cyberpunk style.

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.

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

Last month I teased a return to online, live streaming tabletop role-playing, and last night marked our first official session in the wonderful world of Shadowrun. It was also the first time I GM’d a session outside of the Quick Start beginner mission.

Although a bit overwhelming, I decided to write our first mission from scratch. I have a bunch of well-written and interesting missions to pick from various source books and I plan on eventually using them either mostly verbatim or heavily borrowing their themes in the future. For our first mission, however, I wanted something that would introduce our new players into the world of Shadowrun, provide an action-packed introduction, and throw our street-level runners in the middle of some good old-fashioned gang warfare.

So our runners all coincidentally found each other at a bar, and then I had a bomb go off.

The resulting chaos and destruction provided many opportunities for role-playing, and I was pleased to see that everyone snapped into hero mode and tried to help the injured NPCs. I didn’t put too much prep time into this initial scenario, allowing the players to guide the action, and I came up with random injuries and deaths for NPCs on the fly.

Redd's Bar

Most importantly the players rescued Jeremiah Redd, the owner of the bar, and followed him into the awaiting DocWagon vehicle to receive treatment and hear his job offer. I had a contingency plan in case they didn’t want to enter but thankfully we could go with my initial plans. This lead to an interesting close-range fight inside the moving all-terrain ambulance as our DocWagon medics turned out to be hostile.

The feaux medics were horribly outnumbered (only three total, and one was driving the whole time) so I figured it would be a fairly quick outcome. Combat lasted longer than I expected, and when the shotgun wielder emerged from the cockpit and nearly killed the runners’ beefy troll shaman in a single blast, I was growing worried. Thankfully the player used an Edge point to re-roll the fails, and managed to cut the damage in half. The rest of the team sprang into action raining down bullets and leaping with knives, while the decker smartly attempted to wrest control of the vehicle.

The uniquely crammed quarters proved interesting but sadly I hadn’t built a proper map or grid, instead using a stock photo of the vehicle. I certainly didn’t expect combat to be as long or involved as it ended up being, and we were just moving tokens around a picture. I did have a pretty good grasp of how the inside looked, and could describe the area and situation after each initiative pass.

Doc Wagon Vehicle

Surprisingly the players were not nearly as violent as I expected, attempting to reason with their foes and trying to get them to surrender. I didn’t expect that, and the enemies were having none of it, fighting to the bloody end (which they quickly received). The driver finally surrendered after a successful Charisma check and looked behind him to see the runners standing over his fallen comrades. The decker brought the vehicle to a stop after it had nearly careened out of control (I was very close to crashing the players – they nearly gave control back to the driver to make him pull over and stop the car – ha!)

We ended our session right as the vehicle came to a stop at an unknown location, with one of the foes still alive. It’ll be interesting to see what information they can pry from their captive, and see what Redd has to say about all this. It’s been a rollercoaster ride so far and the players have barely had a chance to even talk to each other yet (they made their characters separately), which was part of the plan. I anticipate that this run will take another two sessions based on how far they got, and so far seemed like everyone has really enjoyed it. Kudos to Roll20 for being such an easy to use system, and the amazingly convenient built-in character sheets that handle tons of macros and details so we can focus on the fun.

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