Shadowrun 4E - Missions - Spin Control.pdf
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SRM03-10 Spin Control Credits
Character and Interior Art
Brent Evans, AAS
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Writer
Mike Wich
Cover Design and Missions Logo
Andy Coen
Shadowrun Line Developer
Jason Hardy
Layout
Matt Heerdt
Shadowrun Missions Development
Steven “Bull” Ratkovich, Stephen
Mc
uillan, Aaron Pavao
Maps
Mike Wich, Adam Large
Proofi ng
Jean-Marc Comeau
SRM3-10: Spin Control
INTRODUCTION
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
SRM03-10 Spin Control
(or any Shadowrun Missions adventure).
SRM03-10 Spin Control
is a Shadowrun Missions campaign
adventure. All maps, player handouts, and other playing aids are
found at the end of this document.
PREPARING THE ADVENTURE
SRM03-10 Spin Control
is intended for use with Shadowrun,
Fourth Edition, and all character and rules information refers to
the fourth edition of the Shadowrun rules.
Adventure Structure
SRM03-10 Spin Control
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.
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 characters
may arrive at the scene by different means or under different
circumstances than the text assumes.
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 environmental
conditions and other properties of the location as well as providing
any descriptions of important items.
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.
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 suggestions for
dealing with them.
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.
Step 3: Know The Characters
Prior to the start of the adventure, examine the PCs’ record
sheets and Debriefing 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 Debriefing Logs in mind when
determining non-player character actions in various scenes if such
a dynamic has been included.
Step 4: Don’t Panic!
Gamemastering involves juggling a lot of di
erent 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.
2
Spin Control
ADVENTURE BACKGROUND
State of the art innovations such as the toxin KE-IV and
manatech such as the Wyrd Mantis Essence have contributed to
a signi
cant decline in the insect spirit population in the UCAS
by 2072. Once formidable hunters and the larger-than-life night-
mares of Chicago, these predatory spirits have slowly become
prey to corporations, governments and the private mercenaries
who possess this advanced technology.
ese entities are eager to
enslave them, destroy them or pro
t o
of the signi
cant bounties
on their heads. For insect spirits, they have come to realize that
they have reached a critical moment in their existence: they either
have to adapt to the rapidly changing Sixth World or become
extinct. For the insect spirits, they will do anything to win that
war, including
nding new methods to adapt to their environment
and new ways to manipulate their enemy for their survival.
This new campaign began nine months ago when a man
named Roger Willis, an assignment editor at NBCNN headquar-
ters in New York City, took a two-week vacation to the Bahamas.
He was speci
cally targeted for extraction due to his key position
in the media. During the time he went missing, he was quietly
merged with a wasp spirit and became a
esh form. With all the
experiences of the original host, the spirit assumed Roger Willis’
identity and returned to Manhattan. Using his in
uential posi-
tion, the wasp spirit sabotaged the assignments of several reporters,
whose investigations were leading them to the locations of insect
hives, including his own. His position also allowed him the
opportunity to gather invaluable tips and information from the
law enforcement community. He learned of upcoming operations
targeting insect spirits and was able to warn his kind in advance
of those attacks. Willis also used his company’s media access to
do in-depth feature stories on law enforcement agencies such as
the NYPD Inc. which featured their latest tactical procedures
for dealing with various magical threats. In doing so, Willis was
able to quietly study his enemy from the background and assist
his hive with developing countermeasures. Finally, Willis directed
his reporters to expose and undermine the operations of those he
considered to be competition for his kind in regards to resources
and metahuman hosts, namely shedim, vampires, ghouls and toxic
shamans.
rough his subtle manipulation of the media over the
course of those nine months, he allowed his hive to grow stronger
and bolder as their rivals grew weaker and were driven from New
York by those that Willis so easily manipulated.
Two months ago, rumors pointed Roger Willis toward
a mysterious shadow project being conducted in Manhattan.
Originally, the whispers were vague, coming from unreliable
sources. Eventually, a
er gathering additional information from
more credible sources that collaborated this story, Willis came to
believe that not only did this phantom project exist, but that it
also involved insect spirits. At that point, it became urgent for him
to thoroughly investigate this shadow project, determine what
its objectives were and to identify what kind of threat it posed.
Roger Willis spent a month hunting down this project’s location
by squeezing information from his best contacts and developing
new leads. A
er another few weeks of phone calls, emails, clan-
destine meetings and a signi
cant amount of nuyen, he narrowed
his search to the Terminal Z-Zone and to a street gang called the
Switchblades.
GENERAL ADVENTURE RULES
Shadowrun Missions
adventures use the rules presented in
Shadowrun, Fourth Edition 20th 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.
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.
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 in the Cast
of Shadows section.
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.
e scenes and NPC descriptions o
er 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.
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.
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.
The first 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, certain modules will request that you use the web
reporting form available at http://www.shadowrun4.com/
missions/ to report the outcome of the Mission. Future adventures
will re
ect the outcome of this one. Without GM feedback, the
PCs’ exploits will be unable to a
ect the campaign.
3
Spin Control
PLOT SYNOPSIS
Mr. Johnson hires the runners to locate a shadow project
being conducted in Manhattan.
rough his diligent research
he has discovered that this project has been well-funded and
protected from public scrutiny by someone with vast resources
and connections. He has been unable to
nd any solid information
on the project as far as what its objectives are or who is involved.
Several rumors have suggested that the project involves insect
spirits and he feels it is urgent to find out more. All of his
other resources are exhausted and he now needs to turn to
shadowrunners to get the job done. He’s able to point the runners
to the Terminal Z-Zone District where it is believed the project
may be located. He does not have anything more speci
c than the
general area but he does mention that there could be a connection
with a street gang called the Switchblades.
Once the runners hit the streets and conduct their legwork,
they discover that the area in question has three other street
gangs claiming it as their territory: the Slaughterhouse, the Kings
and the Tridents.
e Switchblades claim a small area that is set
strategically in the middle of the other gangs’ territory. When
the runners make contact with the local gangs, they will be
able to locate the Switchblades’ base of operations.
e Kings
will o
er to assist them in getting through their territory safely.
Unbeknownst to the runners, the Switchblades are serving as
a cover identity for UCAS Army Rangers.
eir mission is to
provide clandestine security for the project being housed within
the Jordan Aerodynamics building ; one conducted by the CIA.
As the runners explore the interior of the building for
their investigation, they discover the two-fold purpose of this
black-ops project.
e CIA is attempting to strategically weaken
the stranglehold the Manhattan Development Consortium
has over Manhattan, with the end result of allowing the UCAS
government to regain control over the island.
e runners will also
learn that Ares is secretly assisting the CIA with its operations,
in exchange for an expanded role in controlling Manhattan.
e
second part of the project is much more scandalous.
e UCAS
government is conducting experiments on insect spirits; testing
the next generation of weapons against the bugs.
e experiments
themselves are cruel and in
ict unimaginable torture on the spirits.
e predators have indeed become the prey. In addition, two
mantid spirits are involved in the program; one that is present in
the building while the other one is operating out of the Pentagon.
The CIA has done what most thought would be impossible:
formed an unholy alliance with two mantids, the natural predator
for other insect spirits.
If the runners give this information to Mr. Johnson, he slants
the information in such a way that it becomes inflammatory,
and damning to the CIA and to the UCAS government.
e
Agency will have no choice but to end the program, and eliminate
the mantid spirits. Roger Willis will also release information
pertaining to the Ares’ collaboration with the UCAS CIA,
potentially damaging its relations with the other members of the
MDC, and setting up a major distraction to keep people away
from discovering his hive.
CORPORATE INTERESTS
The following are the secondary objectives for
affi liates of each organization. Unless otherwise
noted, a PC’s secondary objective(s) will be delivered
after the team has agreed to take the job offered
in Dangerous Alliance. Secondary objectives are
always delivered discretely (e.g. by encrypted
text message, by an agent of the corporation, via
Mindlink spell, etc.), but never mention the reward
to be given upon completion.
Ares: You are given two duffle bags full of
untraceable weapons and ammo (SMGs). Rendezvous
(discreetly) with a Slaughterhouse ganger named
Chromedome, where he will give you a credstick with
an amount of nuyen worth fi ve times as much as the
weapons and the ammo (60,000¥) that are included
in the duffl e bag. If Chromedome tries to make the
exchange without the proper amount, convince him
to produce the agreed upon amount. Give the cred-
sticks to a contact that will meet you.
Aztechnology: If you fi nd any medical experi-
ments, get a copy of the data to Aztechnology.
Horizon: Tell the Tridents gang member named
Vengeance that Neptune sent you. Deliver what he
gives you to Mr. Johnson.
NeoNet: Get an encrypted commlink from
a Kings member named Crypt and hide it in the
Switchblades’ headquarters.
NYPD, Inc.: If you fi nd a wanted troll named
Rodrigo in the Terminal, tip off the NYPD, Inc to his
location, for an immediate pick-up.
Renraku: Give this fi le (a shipping manifest for
a Shiawase cargo dated the following week) to a
Tridents member named Wrath. [Wrath is dead, but
the affi liate can accomplish this mission by giving the
fi le to Vengeance.]
Saeder-Krupp: Deliver GPS coordinates for a
drop off to a Kings’ member named Augustine.
Shiawase: Find a Slaughterhouse member
named Haven and get her commlink by any means
necessary.
Spinrad: Get an optical chip from a
Slaughterhouse member named Bladestrike and
deliver it to Spinrad.
Neo-Anarchists: Leave at least a dozen stealth
tags in different locations within the Switchblades’
headquarters and send the Neo-Anarchists the tags’
access IDs.
4
Spin Control
DANGEROUS ALLIANCE
help in tracking down a shadow project that is being conducted
in the general vicinity of the Terminal District in Manhattan. He
informs them that his sources in gathering information about the
project have all but dried up and, due to the dangerous nature
of the Terminal, he is reluctant to have his reporters go in to
investigate. He requests the runners to poke around in the area and
nd out speci
cally where the project is located. He believes that
the project could be connected to a reclusive street gang calling
itself the Switchblades. Once they have discovered a potential
location for the project, he wants them to in
ltrate and gather
whatever intelligence they can on the shadow project and report
back to his representative with whatever
les or trid footage they
are able to recover on this project. He also informs them that there
is speculation that the project involves insect spirits. He provides
a randomized commcode number to contact the rep once the job
is done.
is commcode number will only be active for a brief
window and he requests the job be completed within the 72 hours.
A
er that time the commcode is useless.
Roger Willis is willing to pay (TR*1,500¥) to each
shadowrunner for a successful run. In addition, Willis is willing
to pay another 1,000¥ to each runner if they are successful in
infiltrating the facility without detection and bringing back
detailed information from inside the project’s facility. Finally,
Willis off ers to pay each runner a1,000¥ bonus for the exclusive
rights to all information gathered. If the shadowrunners negotiate
for an increase in their pay, Roger Willis will increase the base
amount by 200¥ per net success on a Negotiation + Charisma
Opposed Test, up to an additional 2,000¥ per runner.
SCAN THIS
e team arrives at the Horizon Hyatt Hotel in downtown
Manhattan for their rendezvous with their Mr. Johnson. Upon
entering the lobby, the runners are screened by hotel security for
concealed weapons. Once they have been searched by security
(which could become a time-consuming process for a few of
the more cybered-runners who have illegal cyberware), they are
escorted up to the conference room, where dinner is promptly
served at seven, and a
er which, the meet starts shortly therea
er
via trid-conferencing.
TELL IT TO THEM STRAIGHT
You head toward the Horizon Hyatt Hotel in the Time
Square District for a meet arranged by your
xer and a new Mr.
Johnson. From what you have been told by your
xer, this Mr.
Johnson is a media type; some sort of editor from NBCNN. As
such, the run itself was expected to be an information-gathering
run, for what will most likely become a national news story. As
your
xer put it, you will be able to be there as the ‘news breaks.’
Which was
ne, as you normally are involved in news-worthy jobs
any way. As long as the breaking headlines don’t show your face
and aren’t on the scale of the Renraku Arcology or Bug City, you
should be okay with the job.
As you walk Manhattan’s streets on this cool, rainy evening,
you
nd the streets packed with a myriad of pedestrians, re
ecting
the vast array of world cultures in one of the UCAS’ most diverse
cities. Human, elf, dwarf, shapeshi
er, changeling. Aromas from
the nearby bakeries, delis, and pizzerias tantalize your senses.
e
streets are clogged by the world famous yellow-cab taxis, armored
limousines and luxury cars. When you reach the Hyatt, the hotel
node instantly recognizes your commlink and grants you entry.
Security is at the entrance, waiting for you.
eir demeanor reveals
a lot about how they view you: you are not a paying guest, and
therefore, you are to be treated as a potential threat.
DEBUGGING
If the runners initially refuse to take the job, an email is sent
out to each runner’s commlink, politely asking that they take
this job.
e email should also hint that Roger Willis has done
his research on each person on the team, and has learned things
that they probably would not want exposed that could damage
their careers in the shadows, such as which corporations that they
are secretly working for as company men. Roger Willis is willing
to negotiate and raise the pay for the runner to take on this
assignment. However, if the runner continues to resist, o
er that
runner or runners 1,000¥ for keeping their mouths shut about the
run, and have the hotel security manhandle them o
the premises.
For those that refused to accept the run, the session is over.
BEHIND THE SCENES
e Horizon Hyatt Hotel has a Rating (TR/2) millimeter
wave detection system (p. 262,
SR4A
) built into every entrance
(including the service entrances), ensuring the security of their
guests. Hackers in the group can try and crack the system to disarm
or spoof this security feature. h e rating of the node is (TR/2+2,
round up). If the runners bring in weapons, hotel security requires
them to check their weapons with the concierge. Any runner with
installed cyberguns will be asked to unload them. Any runner that
has any type of cyber blade is constantly escorted and monitored
by hotel security.
e runners who are not dressed in fashionable
attire or who do not act as though they have a lot of nuyen to
spend will sense disdain from the hotel sta
. A
er being cleared
by hotel security, the runners are escorted to the conference room
on the 40
th
o o r .
During the meal in the conference room, the trideo
conference camera activates and projects a three dimensional image
of Roger Willis into the room. Willis apologizes to the runners for
not being able to attend the meet in person and then goes into
details of the run. He informs the runners that he needs their
DEAL MAKING
SCAN THIS
e next part of the run is legwork.
e runners have three
locations and three gangs to investigate.
e locations of these
hangouts are on the outskirts of each the gangs’ territory in the
Terminal.
TELL IT TO THEM STRAIGHT
e Terminal stands in stark contrast to the lights and the
glitter of the rest of Manhattan. Much of the infrastructure in the
Terminal District remains in a state of disrepair from the quake
of 2005. Shattered glass and husks of destroyed vehicles still line
many of the cracked and potholed streets. Power lines and electric
5
Spin Control
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