![]() The players did the right thing in calling up Redd once they collected some evidence, though I had Sue-Z pick up the comm and had a fun bit of mysterious role-playing.Īt this point the players made it a bit farther than I expected them to this session, mainly as they had avoided a potentially lengthy combat sequence earlier! They made it to Jay-T’s, a set that had numerous entrances with an emphasis on a stealthy approach.ĭisappointingly, the runners immediately went for the front door and disabled the lock and alarm using a combination of Locksmith and Hacking. They also got a fun chance to actually talk to each other and formally meet each other’s characters.Ī combination of Perception, Demolitions, and Hacking skills lead to the rear alleyway, a barely functioning security camera, and a blown out car registered to a Jay-T’s Automotive. Up till now the entire adventure had been a series of crazy events and I wanted to give them some down time and use investigation skills and inference rather than social and combat skills. They approached cautiously, which I had warned them about, though I had no intention of including any combat in this scene. I layered in a bunch of clues that the players could’ve found throughout the bar and tried to leave this section much more open. Also I spent a lot of time building that scene and was damn proud of it! The investigation allowed me to reuse the previous scene pf the half-destroyed bar, which was wonderfully helpful to cut down on building and crafting in Roll20. Jeremiah Redd was still being protected by the runners through this grand mess and he finally got a chance to give the actual mission to this new rag-tag team: investigate the now destroyed bar and figure out who was behind the bombing. Without their vehicle and stranded in a bad neighborhood my contingency plan kicked in, and I had an NPC we previously met in the bar roll up in an armored truck to help out her boss. To my surprise the players accepted, gingerly stepping out of the vehicle and practically waving goodbye as they strode down the path with their NPC captive, avoiding an entire battle. The Halloweeners wanted the fancy vehicle, so after a successful negotiation test, I allowed them to trade the vehicle for their lives. This actually segued us into outcome 2, and the elf quickly negotiated for their release. The elf adept, who also acts as the group’s face with superior social skills, acted first thanks to his crazy high initiative score, and he immediately decided to bargain with the lead ganger. Given the aggressive tendencies of my players I predicted we would go with outcome 1, but when the players decided to try and drive away (which would’ve been a very difficult Pilot Ground Craft test), I had the lead ganger grow impatient with his knocking, ripping the rear doors off the vehicle and having everyone roll for initiative (I rolled an astonishing 8 success for his test to open the doors). This was set up as a semi-randomized battle with three main outcomes – 1) the players fight off the gangers, 2) the players talk them down or negotiate or, 3) the players drive away. My players were attempting to question their new captive and get the DocWagon vehicle started when they were accosted by a roving band of Halloweeners. ![]() Our sophomore session for our very first Shadowrun adventure picked up during the briefest of down times.
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