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Shadowrun Run #1: Late Night Heist

The shadowrunners meet with their Mr. Johnson contact who assigns them to transport a mysterious package. They pick it up from armed guards at a hotel parking garage, encountering prejudice along the way. During transport, they are stopped by hostile gang members but manage to continue on. They deliver the package to its recipient at an expo, but upon opening it, discover it is a bomb counting down. They have options to let it explode, disarm it, or relocate it to leverage more reward from their contact. Their actions will determine their rewards of money and karma, but could also impact future jobs.

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Rick Warren
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0% found this document useful (0 votes)
5 views2 pages

Shadowrun Run #1: Late Night Heist

The shadowrunners meet with their Mr. Johnson contact who assigns them to transport a mysterious package. They pick it up from armed guards at a hotel parking garage, encountering prejudice along the way. During transport, they are stopped by hostile gang members but manage to continue on. They deliver the package to its recipient at an expo, but upon opening it, discover it is a bomb counting down. They have options to let it explode, disarm it, or relocate it to leverage more reward from their contact. Their actions will determine their rewards of money and karma, but could also impact future jobs.

Uploaded by

Rick Warren
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

Shadowrun Run #1: Late night run

Scene 1: The Meetup

Setting: Nice restaurant

Major NPCs: Mr. Johnson, fairly amicable personality a bit condescending. Attempts at aura reading will
reveal little beyond what he says. Will not say who he works for and will remind that it's less important
than the fact that he has money.

-People introduce their characters

-Characters will meet with the Mr. Johnson and be told about the job
-Players with the skill may attempt to negotiate to up their payment. Success grants +1 Karma at
conclusion and any additional nuyen
-Characters will be told where to pick up the package
-Characters may choose to eat on his dime but he may remember that come payment time
-Characters can mingle and chat for bit

-Characters eventually take their leave

Scene 2: The pickup

Setting: Hotel Parking Garage

Major NPCs: Hired guns watching over the package, names TDB.
-Players may note that they have no corporate affiliation as can the characters.
-They know nothing about what is in the package, just that they were hired to pass it to the group
-They aren't Shadowrunners, at best they are hired gangers
-If agitated they will fight
-One will hit on Skaramis
-One doesn't like elves, calls Flame a keeb
-One will be racist when it comes to trolls
-If fought they will yield some nuyen and items
-If combat doesn't happen +2 Karma will be granted at run conclusion.

-Package is eventually picked up and the players go on their way

Scene 3: Transporting

Setting: Variable

Major NPCs: Other gang, not affiliated with package guards

-Skaramis may call on their cab driver buddy, have him be funny. If paid nothing in particular occurs, if
not paid he will ask for a favor later on.
-Or they can walk, will take longer.
-The trip will take them through rougher territory, will be stopped by gangers.
-Thugs can be talked down with 4 net hit Negotiation roll from Flame or Intimidation roll from
someone. +1 Karma at conclusion
-Nuyen and items will be found if fought and killed. Rewards dependent on player actions if spared
-When gangers are dealt with the story continues. Allow players some roleplaying opportunity.

Scene 4: Arrival at the Olympus Hotel & Casino


-Very crowded for tech expo
-SIN scanners have a lower security, all that is needed to get in is a fake SIN, quality is unimportant
-Employees can be asked about location of package recipient, can be bribed, negotiated with but not
intimidated. If agitated they will refuse to share information, GH05T will offer to do a little decking to
find his room.
-Once the room location is found out let players decide how to get up there. Simplest solution: just take
the damn elevator.
-The recipient will be in the room. How characters gain access is up to them. Good opportunity for
Flame to shine.
-Recipient will be hesitant to grant entry, seeming a little nervous. If asked will reveal he works for
ARES Macrotechnologies and didn't know they were sending something new for him to show off at the
expo.
-If asked about the contents of the package he will be alright with showing them. Opening the package
reveals a bomb that is counting down.

Options from here vary as do reward modifiers:


-Run and let the dude go boom: Monetary rewards go up security is alerted, must be fought or escaped
-Attempt to disarm the bomb, time dependent on methods used to get there.
-Big Risk/Big Win: Put the bomb in a nearby room and let it explode. Security will be alerted but as they
are on Ares payroll the recipient can talk them down. Timer can be altered via decking to pull off the
plan

Outcomes:
-If the recipient is killed by the bomb Mr. Johnson will have heard about the explosion on the news and
will congratulate the group on a job well done, Flame can use social skills and mention the hazards for a
big pay bonus. Bonus money
-If the bomb is disarmed the recipient is grateful and the group gains a contact. Mr Johnson will be
suspicious when reported to but the bomb cannot be used as payment leverage. Bonus karma
-If another room is blown up the recipient is grateful and becomes a contact, and the bomb can be used
as payment leverage. Hearing about the explosion on the news Mr. Johnson will pay the group but when
the recipient is still alive for the expo the next day he will grow suspicious which may cause problems
for the group later on. Bonus Karma and Money

Highest dicepool faced so far: 9

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