Shadowrun 4E - Missions - Elevator Ride to Hell.pdf

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SRM03-12 Elevator Ride to Hell
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Proofi ng
A.A. Salati
SRM3-12: Elevator Ride to Hell
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. . . A KNIGHT TO REMEMBER . . .
D o m i n i q u e V i t t o r i a g r o a n e d a s s h e w i p e d h e r m o u t h . P r e s s i n g t h e fl u s h b u t t o n o n t h e t o il e t ,
s h e p u s h e d h e r s e l f t o h e r f e e t a n d l e a n e d o n t h e s i n k , s t a r i n g a t h e r h a g g a r d r e fl e c t i o n i n t h e
m i r r o r. H e r m o r n i n g s i c k n e s s w a s g e t t i n g w o r s e , a n d i t w a s a f f e c t i n g h e r j o b p e r f o r m a n c e . S h e
h a d n ’ t t o l d a n y o n e a t t h e c o r p y e t a b o u t h e r c o n d i t i o n . S h e h a d n ’ t t o l d a n y o n e y e t , a n d d i d n ’ t
p l a n t o . N o t u n t il s h e d e c i d e d w h a t t o d o .
S h e b e n t o v e r, w a s h e d h e r f a c e , a n d b e g a n p u t t i n g h e r h a i r i n p l a c e . C o s m e t i c s w o u l d s e t
t h i n g s r i g h t . I f t h e y c o u l d n ’ t d o i t , s h e k n e w a s t y li s t w i t h a t o u c h o f m a g i c w h o c o u l d c l e a n h e r
u p . S h e h a d t o p l a y i t o f f, k e e p i t h i d d e n a s l o n g a s p o s s i b l e . U n t il s h e k n e w f o r s u r e . T h e n s h e
w o u l d m a k e t h e d e c i s i o n .
T h a t n i g h t w a s a m i s t a k e . S h e k n e w t h a t , b u t h e w a s c h a r m i n g , w i t t y , k n e w a ll t h e r i g h t
t h i n g s t o s a y . I t w a s n ’ t p l a n n e d , t h o u g h s h e k n e w p e o p l e w o u l d a s s u m e i t w a s . T h a t h e w a s
3 0 y e a r s o l d e r t h a n h e r h a d n ’ t m a t t e r e d . H e b a r e l y l o o k e d i t , a n d t h o s e e y e s ! S h e m e l t e d e v e r y
t i m e h e t u r n e d h i s g a z e t o w a r d h e r. S h e w a s p u t t y i n h i s h a n d s .
S h e h a d a s s u m e d t h a t h e , o f a ll p e o p l e , w o u l d h a v e t a k e n s o m e p r e c a u t i o n s , s o m e m e a s u r e
t o p r e v e n t t h i s s o r t o f t h i n g f r o m h a p p e n i n g . D o m i n i q u e h a d n ’ t e v e n g i v e n i t a s e c o n d ’ s t h o u g h t
d u r i n g t h a t n i g h t . N o w , t w o m o n t h s l a t e r, s h e w a s d e fi n i t e l y g i v i n g i t a s e c o n d t h o u g h t a n d a t h i r d .
S h e h a d a n a p p o i n t m e n t o n M o n d a y t o h a v e i t t e s t e d . I t h a d t a k e n a l a r g e c h u n k o f h e r
lif e s a v i n g s a n d n o s m a ll a m o u n t o f w o r k a n d f a v o r s o w e d , b u t s h e ’ d g o t t e n a c o p y o f h i s D N A
r e c o r d s . B e f o r e s h e m a d e a d e c i s i o n , s h e n e e d e d t o b e s u r e t h a t t h e b a b y w a s h i s .
H i s b a b y . M a y b e i t w o u l d h a v e h i s e y e s ? D o m i n i q u e s h o o k h e r h e a d . S h e w a s n ’ t u n d e r a n y
f a n t a s y , a n y ill u s i o n . H e w a s n ’ t g o i n g t o s w e e p h e r o f f h e r f e e t , h e l p r a i s e t h e c h il d . H e c o u l d n ’ t ,
e v e n if h e w a s i n c li n e d t o .
S t ill, t h e r e w e r e o t h e r w a y s t h i s c o u l d b e b e n e fi c i a l. I f i t w a s h i s b a b y . S h e ’ d k n o w s o o n , a n d
t h e n s h e w o u l d d e c i d e .
I s a b e ll e w a s a n i c e n a m e , if i t w a s a g i r l. I s a b e ll e V i t t o r i a . I s a b e ll e K n i g h t - V i t t o r i a ?
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INTRODUCTION
RUNNING THE ADVENTURE
SRM 03-12 Elevator Ride to Hell is a Shadowrun Missions
campaign adventure. All maps, player handouts, and other playing
aids are found at the end of this document.
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 SRM 03-12 Elevator Ride
to Hell (or any Shadowrun Missions adventure).
PREPARING THE ADVENTURE
SRM 03-12 Elevator Ride to Hell is intended for use with
Shadowrun, Fourth Edition , and all character and rules informa-
tion refers to the fourth edition of the Shadowrun rules.
ADVENTURE STRUCTURE
SRM03-12 Elevator Ride to Hell 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 gener-
ous 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 diff erent means or under diff erent cir-
cumstances 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 con-
ditions 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 o er 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, sit-
uations 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 Debriefi ng Logs for your reference and have basic infor-
mation 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.
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.
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GENERAL ADVENTURE RULES
the player characters’ abilities into consideration when assessing
the NPCs in this adventure and modify them accordingly.
Shadowrun Missions adventures use the rules presented
in Shadowrun, 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 compose a “bal-
anced” 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 fl exibility and use your best judgment in how you lead
them back to the plot.
TABLE RATING
Table Rating (TR) is used to adjust the diffi culty of an adven-
ture so that it is appropriate to the characters playing it. e TR
value can be used to increase the number or abilities of opponents
and the device ratings of equipment in the adventure. In addition,
when NPCs or devices are making tests for anything except resist-
ing damage, award them a number of bonus dice equal to the TR
as an additional situational bonus.
Before beginning game play, ask the players to agree on a
TR from one to six for the scenario. Instruct them that beginning
players and characters are expected to play at TR 1. More veteran
players and characters may choose to raise this diffi culty. Explain
to the players that as the di culty increases, the rewards also
increase. Once the players have agreed on a TR value, use that
value consistently through the scenario.
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
SELLING OUT
rough the course of a scenario, a PC may become a liated
with one or more of the corporations that make up the board of
the Manhattan Development Corporation. If an una liated PC
completes a secondary objective (see Corporate Interests), even
accidentally, then he gets an o er to a liate instead of the reward.
Affi liates are not become full-fl edged Company Men, but rather
act as “deniable assets,” “covert agents,” or to put it bluntly, “spies.”
Affi liation Betrayal
Public
Awareness
A liate Action
reshold
Consequence
Affiliate drops hints about his
a liation.
Corporate reward withheld, even if secondary objec-
tive is successful.
3
A liate reveals his a liation, even to
other a liates of the same corp.
As above, plus affi liation revoked, +1 Notoriety, –1
Street Cred.
2
Affiliate deliberately prevents the
completion of a liated corp’s secondary
objective.
As above, plus an additional +1 Notoriety and –1
Street Cred, and the corp sends a “cleaner” to kill the (ex-)
a liate during the nal scene. See Cleaner Table, below.
1
Cleaner Table
Table Rating Cleaner NPC*
1
Use stats for Triad Lieutenant (p. 284, SR4A )
2
Use stats for Red Samurai Lieutenant (p. 283, SR4A )
3
Use stats for Tir Ghost Lieutenant (p. 283, SR4A )
4
Use stats for Combat Mage (p. 99, SR4A ), Enforcer (p. 102, SR4A ) ,
or Gunslinger Adept (p. 104, SR4A )
5
Use stats for Combat Mage (p. 99, SR4A ), Enforcer (p. 102, SR4A ) ,
or Gunslinger Adept (p. 104, SR4A ) with a +2 bonus to all dice pools.
6
Use stats for Combat Mage (p. 99, SR4A ), Enforcer (p. 102, SR4A ) ,
or Gunslinger Adept (p. 104, SR4A ) with a +4 bonus to all dice pools.
*Gamemasters are encouraged to customize cleaners if they desire, but to stay roughly at the power level given
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Each corporation has an interest in what’s going on around
New York. As a result, each corp has a task it wants its people to
accomplish during each scenario. Naturally, each corp also has a
reward it gives to those agents that accomplish these objectives.
A liations are supposed to be kept secret, in keeping the
theme of espionage, so the players of a liated characters should
be noti ed in a subtle way. If your gaming group is comfortable
with keeping in-character information separate from out-of-
character, then tell them where all can hear. If you are uncertain
about this, passing a note may be more appropriate.
PCs who choose to accept this affi liation will have the oppor-
tunity to earn special rewards and undertake special tasks in select
scenarios. When applicable, these rewards will be noted in Picking
up the Pieces.
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 (TR/2) +1 (round-up). h 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.
h e fi rst is to make certain to distribute a copy of the adven-
ture’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.
LOSING CORPORATE AFFILIATION
One of the most important parts of the deal for a corpora-
tion’s “loose contract” with a shadowrunner is secrecy. If the corp
can’t deny the runner’s involvement with its dealings, the runner
is of little value to it.
If a shadowrunner allows his a liation to become known, or
deliberately works against the a liated corporation’s secondary
objective, the GM should make a Public Awareness Test against
the a liate near the end of the adventure, just before the nal
scene. e threshold for the test and the possible consequences
are given on the A liation Betrayal table below; the greater the
infraction, the lower the threshold. If the test succeeds, the conse-
quences listed below are applied by the GM to the a liate.
5
Elevator Ride to Hell
Elevator Ride to Hell
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Zgłoś jeśli naruszono regulamin