Shadowrun_4E_Free_Taiwan.pdf

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Writing
Nick Van
Maps
Patrick Sullivan
Shadowrun Missions Logo
Brent Evans, Matt Heerdt
Layout & Design
Matt Heerdt
Art Director
Brent Evans
Shadowrun Missions Coordinator
Steven “Bull” Ratkovich
Shadowrun Line Developer
Jason M. Hardy
Art
© 2012 The Topps Company, Inc. All Rights Reserved. Shadowrun
and Matrix are registered trademarks and/or trademarks of
The Topps Company, Inc., in the United States and/or other
countries. Catalyst Game Labs and the Catalyst Game Labs logo
are trademarks of InMediaRes Productions, LLC.
David Kegg, Jim Nelson, Rob Ruffolo,
Andreas “AAS” Schroth, Steve Wood
Development
Peter M. Andrews, Jr.,
Steven “Bull” Ratkovich
SMH 2012-01
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FREE TAIWAN
INTRODUCTION
SMH 2012-01: Free Taiwan is a Shadowrun Missions campaign
adventure. Full information on the Shadowrun Missions campaign is
available at www.shadowrun4.com/missions and includes a guide to
creating Missions characters and a regularly updated FAQ. All maps, player
handouts, and other playing aids are found at the end of this document.
RUNNING THE ADVENTURE
Gamemastering is more of an art than a science, and every
gamemaster does things a bit di erently. Use your own style when it
comes to preparing and running the adventure and do whatever you
feel is best to provide the best Shadowrun game you can for your
players. Shadowrun Missions adventures are designed to run in a
standard four-hour convention time slot.
Please keep this in mind when running the adventure. You
should leave at least 15–20 minutes at the end of the time slot
to complete any necessary paperwork and pass out the players’
Debrie ng Logs. (Make sure that you have enough copies of the
Debrie ng Log for this adventure to give one copy to each player
a er running the adventure.) is section o ers some guidelines you
may nd useful in preparing to run SMH 2012-01: Free Taiwan (or
any Shadowrun Missions adventure).
SMH 2012-01: Free Taiwan is a
adventure. Full information on the Shadowrun Missions
available at www.shadowrun4.com/missions
creating Missions characters and a regularly updated FAQ. All maps, player
handouts, and other playing aids are found at the end of this document.
PREPARING THE ADVENTURE
SMH 2012-01: Free Taiwan is intended for use with Shadowrun,
Twentieth Anniversary Edition , and all character and rules information
refers to the fourth edition of the Shadowrun rules.
PREPARING THE ADVENTURE
SMH 2012-01: Free Taiwan is intended for use with
Adventure Structure
SMH 2012-01: Free Taiwan consists of several scenes. ese
scenes form the basis of the adventure, which should be completed
in approximately four hours. If you are running short on time, you
should streamline each and be a little more generous with clues, target
numbers, and other requirements to aid in guiding the players through
the adventure.
Each scene outlines the most likely sequence of events, as well as
how to handle unexpected twists and turns that inevitably crop up.
Each one contains the following subsections, providing gamemasters
with all the information necessary to run it.
Step 1: Read The Adventure
Carefully read the adventure from beginning to end. Get a feel for
the overall plot and what happens in each scene. at way, if something
di erent happens, you won’t be caught o guard and you can adapt
things smoothly.
Step 2: Take Notes
Take notes for yourself while reading through the adventure that
you can refer to later on. Possible things to note include: major plot
points (so you can see them all at a glance), the names of various non-
player characters, possible problems you notice, situations where you
think a particular character can shine and other things you’ll want to
keep in mind while running the adventure.
Scan is provides a quick synopsis of the scene’s action, allowing
you to get a feel for the encounter at a glance.
Tell It to em Straight is written to be read aloud to the players,
describing what their characters experience upon entering the
scene. You should feel free to modify the narrative as much
as desired to suit the group and the situation, since the char-
acters may arrive at the scene by di erent means or under
di erent circumstances than the text assumes.
Step 3: Know The Characters
Prior to the start of the adventure, examine the PCs’ record sheets
and Debrie ng Logs for your reference and have basic information
about their important abilities handy so you can refer to it during play.
Also go over the characters and keep their previous events listed on
the Debrie ng Logs in mind when determining non-player character
actions in various scenes if such a dynamic has been included.
Behind the Scenes covers the bulk of the scene, describing what’s
happening, what the non-player characters are doing, how
they will react to the player characters’ actions and so forth.
It also covers the setting of the encounter, going over environ-
mental conditions and other properties of the location as well
as providing any descriptions of important items.
Step 4: Don’t Panic!
Gamemastering involves juggling a lot of different things.
Sometimes you drop the ball and forget something or you just make a
mistake. It happens, don’t worry about it. Nobody is perfect all of the
time and everybody makes mistakes. Just pick up from there and move
on. Your players will understand and forget about it once you get back
into the action.
Pushing the Envelope looks at ways to make the encounter more
challenging for experienced or powerful characters and other
ways you can add some “extra spice” to the scene. is subsec-
tion should usually only be used for home games, or games
where time is not a factor. At most convention and Open Play
events, gamemasters should omit this information. It adds to
the scene, but does not contain important information.
GENERAL ADVENTURE RULES
Shadowrun Missions adventures use the rules presented in
Shadowrun, Twentieth Anniversary Edition ( SR4A ). Standard rules such
as success tests, the Rules of One and Six, and other common mechanics
are described in SR4A and are not repeated in this adventure.
Debugging o ers solutions to potential problems that may crop
up during the encounter. While it’s impossible to foresee
everything that a group of player characters might do, this
section tries to anticipate common problems and other sug-
gestions for dealing with them.
2
INTRODUCTION
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Please keep in mind when preparing for the adventure, that the
PCs will not necessarily comprise a balanced party. It’s entirely possible
that the party will be made up entirely of technomancers or back-to-
nature shamans. If the characters run into a brick wall because of such
complications, show exibility and use your best judgment in how you
lead them back to the plot.
with mundane ones. If the players are weak on combat, reduce the
number of enemies by one or two. Conversely, if they’re steam-rolling
the opposition, add one or two enemies to the ght. Missions should
be a challenge to the party, but should never be insurmountable for a
team playing it smart.
A Note on Commlinks
By 2070, commlinks have become a universal appliance. Because
just about every NPC is going to have one, they won’t always be
statted out in the adventure text. For NPCs who do not have a statted
commlink, assume it has all necessary ratings at 3.
Non-Player Characters
Non-player characters (NPCs) are essential to any adventure. ey
are the allies, antagonists, and background characters in the adventure
that interact with the player characters. NPCs in this adventure have
already been created and can be found throughout the adventure.
Minor NPCs are found in the individual scene that they appear
in, and generally have a brief write up, noting only their important
skills and the gear they are carrying. Note that their dice pools are pre-
calculated to save the gamemaster time.
Major NPCs can be found in the Cast of Shadows at the end of
the adventure, and have more detailed write ups, and include most of
the skills and the gear they have access to.
e NPCs in this adventure should generally stand up to the
average player character but may need some adjustment to suit a
particular group of characters, especially a more experienced and
powerful group. The scenes and NPC descriptions offer tips on
adjusting the NPCs to suit the abilities of the characters in your
group. To adjust the power level of an NPC, refer to the Prime Runner
Creation and Advancement Table (p. 285, SR4A ). Take the player
characters’ abilities into consideration when assessing the NPCs in
this adventure and modify them accordingly.
ese commlinks
will not contain any valuable paydata.
Paperwork
A er running a Shadowrun Missions adventure, there are several
important pieces of paperwork that need to be lled out.
e rst is to make certain to distribute a copy of the adventure’s
Debrie ng Log to each player. As the GM, please make certain to ll
this out and sign o on it for each character. In the interests of time,
you may have each player ll out the sections, with appropriate values
that you give them. Please consider the PCs actions in the scenario
when providing Reputation modi ers, per those rules (p. 265, SR4A ).
e second is to make sure that all players have updated their
character’s calendar. PCs are allowed to go on one run per week. e
calendar is used to track the character’s monthly lifestyle expenses,
adventures, and their downtime exploits.
Finally, once an adventure is completed gamemasters should head
over to the o cial Shadowrun forums at forums.shadowrun4.com
and look in the Shadowrun Missions section. ere will be a section to
post the outcome of the Missions adventure. Future adventures will be
a ected by these results. Without GM feedback, the PCs’ exploits will
be unable to a ect the campaign.
Mission Difficulty
GMs are encouraged to use their own judgment, and to adjust
the di culty of the encounter to take into account the abilities of the
players. If the players have no magical support, replace magical defenses
MISSION SYNOPSIS
Simon Andrews is going to have some fun, create anarchy, get
the goods, serve his master, and put paid to a rival, Lin Yao Chang.
Through his various contacts, and the full resources of a mega
corporate intelligence services, Simon has determined a shipment of
various collectibles gathered by Lin Yao Chang is being shipped home
on the Free Taiwan , a Wuxing built rigger controlled container ship.
Simon Andrews hired a team to retrieve the goodies, and prepared
for his follow up operation to muddy up the waters even further.
ings have gone even better then he planned, and the team is ahead
of schedule, the the undetected, and the cover story is even more
e ective then usual. e team has le the Free Taiwan in the hands
some Tir surfer pirate gang,
Phase 2 of Simon’s plans involve the runners. Simon Andrews has
previously arranged for a meet with the runners, representing himself
as Lin Yao Chang, and will send a member of his successful team to
act as Lin Yao Chang during the meet. During the meet the runners
are given instructions to rescue the ship from the pirates and check on
the cargo.
e runners will need to get to the Free Taiwan , get aboard,
deal with the pirates, check the cargo, then return to Seattle for their
payment.
e Tasmanian Devils.
MISSION SYNOPSIS
3
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FREE TAIWAN
SCENE 1: RESERVATIONS
SCAN THIS
e runners are sent on a job interview with a Mr. Johnson
claiming to be Lin Yao Chang. In reality it is his rival, the changeling
Simon Andrews playing an April’s Fools prank.
BEHIND THE SCENES
e message actually comes from Simon Andrews, but it will pass
any normal authentication a runner will have—unless they contact Lin
Yao Chang directly and ask him about it. e limo ride will pick the
runners all together or separately at whatever location they designate.
ey will need to let the limo know where to pick them up. e key
phrase “Pack an overnight bag” is a common indicator the runners
should come to the meet prepared to immediately start their work
a er the meet.
SCAN THIS
e runners are sent on a job interview with a Mr. Johnson
claiming to be Lin Yao Chang. In reality it is his rival, the changeling
Simon Andrews playing an April’s Fools prank.
TELL IT TO THEM STRAIGHT
Free time isn’t free. It costs. Even if all you are doing is lying
around dreaming of your next job, the total nuyen of your net assets
is slowly going down. However you spend your free time, visiting
your mother, practicing shooting people in the face, or whining about
Johnsons on your favorite shadowboard, you’re interrupted with a
noti cation alert for a job.
Authenticated against your various shadow contacts you have a 9
PM dinner reservation at the Seattle Yacht Club, a pre paid limousine
ride, and a terse note to “Pack an overnight bag”.
TELL IT TO THEM STRAIGHT
Free time isn’t free. It costs. Even if all you are doing is lying
DEBUGGING
If the runners do contact Lin Yao Chang, he will simply ask
what instructions he has given them, then tell them to follow them,
explaining that he only wants to reveal more at the meet.
SCENE 2: SURF AND TURF
SCAN THIS
e runners get a ne limo ride to the Yacht Club. ey feast on
ne real and magical food, while enjoying the excellent view of Seattle
Night Lights. en they hear the pitch from none other than the Lin
Yao Chang, supposedly.
BEHIND THE SCENES
e Lin Yao Chang the runners are meeting here is really Sweets
McGordon, the face for the team that Simon Andrews hired. is
team has already stolen a collection of magical artifacts and le
the ship in the hands of e Tasmanian Devils. Sweets McGordon
is familiar with Lin Yao Chang, and has been given excellent
background information. He will greet any runner that has worked
with Lin Yao Chang before with an acknowledgement of their
previous contact.
When it comes the time to make a deal, Sweets asks the runners
if they are willing to rescue a ship from pirates and check on some
cargo. e timing is critical, it must be done tonight, before the ship
is o cially recovered and there is no control over how the cargo is
handled. He o ers the runners one of two deals:
Deal one: each runner 2,000¥ in advance, another 5,000¥ on
completion, plus a possible objective bonus of 5,000¥. Runners may
negotiate with Lin Yao/Sweets to increase the advance pay by 500¥ per
net negotiating hit, with a maximum of 6 hits.
Deal two: alternatively, he o ers the runners a deal worth much
more in gear, o ering 2,000¥ upfront and 10,000¥ worth of gear
chosen from the Wuxing 2073 Arms Catalog, plus an additional
10,000¥ in gear if they complete the secondary objective. e Wuxing
Arms Catalog contains Wuxing brand versions of all weapons and
armor from SR4A, Arsenal, and any weapon or drone from Mil Tech
Spec . Runners may negotiate with Sweets. e rst three net hits
increase the up front o er by 1,000¥ each, and an additional 5 hits
may be applied to the objective bonus, adding an additional 1,000¥
for each hit.
If the runners do not accept, Sweets thanks them for hearing his
o er, and wishes them a good night.
TELL IT TO THEM STRAIGHT
A Nightsky limo from Blackstone Limo drives you on autopilot
to the Seattle Yacht Club, located on the waterway between Lake
Washington and Puget Sound. Overlooking the eet of personal
watercra at the club is an old structure that contains the Marine
Room, home of the nest Paci c Northwest seafood cuisine. Changing
rooms, lockers, and short term storage facilities are on the ground
oor, accessible prior to going to the second oor dining room and
the full length armored glass windows overlooking the ship berths.
Lin Yao Chang is already waiting for the runners, seated at a
table by the window. e table is agged in AR as for a private party.
Beyond the window are the lights of Seattle shining brightly at the last
of the day fades away. Lin Yao Chang presents the menu, indicating
they will discuss business a er the meal. Fare consists of fresh and
paranormal seafood. e meal is served by a mixture of server drones
and working university students. Lin Yao Chang does not participate
in any conversation during the meal, though he will politely, and
tersely, answer a direct question. A er the meal Lin Yao Chang brings
out and places some extra privacy measures, a White Noise Generator
and a Camera Neutralizer.
Time to make a deal.
ey are welcome to stay at the
4
SCENE 1: RESERVATIONS
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GAMEMASTER NOTE
OBSERVER TRIAD THUG (PROFESSIONAL RATING 2)
B
The runners are being set up by Simon Andrews here, and they will not
be getting any of the backend payment, though Simon will give them 5,000¥
as compensation for their trouble. Be aware of this, as some players will be
unhappy about getting screwed out of some of their payment, especially in a
convention setting when you may not know the players very well and/or they
have paid to play the adventure.
A
R
S
C
I
L
W
Ess
Init
IP
Arm
CM
3
3
4
3
3
3
2
3
6
7
1
6/4
10
Dice Pools: Athletics Group 8, Automatics 7, Close Combat Group 7, Dodge 8, Pistols 7, Stealth
Group 8
Gear: Lined Coat, Fichetti Secuirty 600, HK 227-X, stun baton
Weapons: Fichetti Security 600 [Light Pistol, 4P DV, AP, RC, 30(c), Detachable Folding Stock
and Laser Sight], stun baton [Clubs, 6s(e) DV, AP - half, Reach 1, 10 charges]
Yacht Club Marine Room and avail themselves of its services for the
rest of the night.
If the runners do accept, Sweets thanks them, gives them the
advance in certi ed credsticks, and informs them of the details. e
Free Taiwan , a Red Wheel Type 68 Freighter ( Deadly Waves p. 27), in
service with Good Fortune Shipping Incorporated, an independent
shipping company was in transit from Seattle to Hong Kong when it
hijacked by pirates. Normally this is no concern, as there are insurance
and the normal recovery services for hostage situations already paid for.
However, aboard this vessel is a special shipment which cannot fall into
the hands of pirates or any o cial rescuers.
OBSERVER TRIAD MAGE (PROFESSIONAL RATING 3)
B
A
R
S
C
I
L
W
Ess
M
Init
IP
Arm
CM
3
3
3
3
3
4
3
4
6
5
7
1
6/4
10
Dice Pools: Assensing 8, Astral Combat 9, Conjuring Goup 8, Leadership 5, Pistols 5, Sorcery
Group 9, Stealth Group 5
Gear: Lined Coat, Fichetti Security 600, Magesight googles, Spellcasting Focus (Rating 2,
Combat Spells)
Spells: Detect Life, Light, Physical Barrier, Powerbolt, Silence, Stunball
Weapons: Fichetti Security 600 [Light Pistol, 4P DV, AP, RC, 30(c), Detachable Folding Stock
and Laser Sight], stun baton [Clubs, 6s(e) DV, AP - half, Reach 1, 10 charges]
e shipment is in cargo
container GGK9902314.
e freighter can be operated without any crew, but for practical
reasons there is a crew of two people aboard. ere are still some things
you need a person to deal with. While the vessel can still be tracked by
its transponder, there has been no further communication with the
vessel since the reports of a boarding, only received by the owners.
Other attempts to contact the vessel have been refused.
e primary objective is to rescue the ship and its cargo, eliminating
the pirates and returning the Free Taiwan safely to Seattle. e secondary
objective is to ensure that it’s special cargo is destroyed to keep it out of
pirate or Knight Errant hands. KE is the standard security contractor for
ships leaving Seattle. While the ship is currently under control of pirates,
Sweets says that only he has been informed of that fact so far. is gives
the runners a chance to intervene before KE realizes the ship is o course
and sends an anti-terrorist team to investigate.
e Free Taiwan is currently 200 kilometers northwest of Seattle,
just past the Jan de Fuca Straight heading northwest. It should be
heading southwest. This course change will eventually draw the
attention of a KE anti-terrorist team. The runners are given the
coordinates and the transponder codes for tracking the Free Taiwan .
Sweets gives the runners a Matrix drop box number where they
can leave a message when the job is complete. When the message is
received the Matrix address will reveal the location of where to meet
for the payo . He asks not to be contacted directly as he has a busy
public schedule.
When asked about how the runners can get to the Free Taiwan ,
Lin Yao Chang will merely tilt his head in a manner to indicate the
team should look out the window. Outside they will see a yacht club
full of personal water cra . “You’re shadowrunners” he says. “If you
don’t have a ship, steal one.”
DEBUGGING
If the runners attempt to contact the real Lin Yao Chang during the
meet, he will not be available directly. e runners can leave a message.
Simon Andrews and Sweets McGordon have chosen a time where they
know the Lin Yao Chang will be otherwise occupied. ey will not be
able to get a response from the real Lin Yao Chang until a er the run
deadline has passed. Lin Yao is preparing for the dinner at Deng’s.
The real Lin Yao Chang’s personality lends itself to easy
impersonation. Lin Yao Chang’s distinctive Mao suit and his lack of
personality and individualism will make it extremely di cult to tell
from anything said at the meet that this is not the real Lin Yao Chang.
Sweets McGordon also has been informed by Simon Andrews if any
of the runners have worked with Lin Yao Chang before, and he will
proactively acknowledge the prior involvement. If asked why he has no
magical aura, he will reply that it’s none of their business, but if they
must know it’s because he’s masking his aura.
If the real Lin Yao Chang was made aware of the meet, he sends
the observation team mentioned in Pushing the Envelope to watch
the meet, and the a ermath. He will not intervene. e observers will
not become involved; if they are spotted they will attempt to escape.
If caught and interrogated they do not know much except they were
hired to observe and report to Matrix drop box.
If the real Lin Yao Chang was previously made aware of the meet,
and the runners mention that to Sweets McGordon, thinking he is the
same Lin Yao Chang, Sweets will take that in stride. Nothing changes his
objective of getting the runners out to the Free Taiwan . It doesn’t really
matter if the real Lin Yao Chang nds out what happens now or later.
If the runners attempt to reach the real Lin Yao Chang, they
cannot reach him directly; both the real and fake Lin Yao Chang
have their direct lines o . e runners can leave a message for Lin Yao
Chang, which will notify Lin Yao Chang for the Payo scene.
If the runners determine that Sweets is not the real Lin Yao
Chang, and confront him; he will wink, and ask “Does it really
matter?” while still o ering the credsticks.
PUSHING THE ENVELOPE
The real Lin Yao Chang has been tipped off to someone
impersonating him, and has sent an observation to watch and report.
is team can be discovered by alert runners. Sweets McGordon, the
fake Lin Yao Chang may ask the team to run them o . If the runners
push, he will offer them an additional 1,000¥ to handle it. The
observation team consists of four Triad
ugs and one Triad Mage.
SCENE 2: SURF AND TURF
5
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