Welcome to the Emerald City

Lost lamb

(I forgot to do this one so I don’t remember all the details. Feel fee to post with anything I forget.)

The team was hired to find a woman’s missing nephew. He had just taken a new job, but she hadn’t heard from him in quite some time. The team went to his last known residence to dig up information. They managed to find his apartment and get a hold of his less than impressive resume. While checking with the neighbors one of them less than helpfully shouted, “Piss off!” He couldn’t have expected that a massive troll would knock in his door and piss on him in response. He probably chooses his words more carefully these days.

The next stop was the location of the company where the target had applied. The office, deep in Ancients territory, didn’t look like much. Steve tried to infiltrate, but it was clear he didn’t have what they were looking for. Shadow sensed some auras flickering on and off. When Steve tried to leave the gangers running protection tried to make sure he wouldn’t come around anymore. Once the Ancients were taken care of, the team explored the office and found that they were testing some drug on people that would awaken magical abilities, but unfortunately the target was not there. All the team has to go on is the Salamander logo and the magic inducing drugs that were found.

Splintered State, parts 3 and 4

After speeding away from the chaos at the zoo with the second commlink in hand, the crew has some time to rest up. During that break a number of offers to buy the commlink came in from various interested parties. Ares, Mitsuhama, Brackhaven (through a shadowrunner) and Project Freedom. While the Ares, Mitsuhama and Brackhaven offers were larger than Project Freedom’s, the information uncovered from decrypting the second commlink made it clear the best option was to get the information to someone who stood a chance of taking Brackhaven down. The meet with Project Freedom was briefly interrupted by Brackhaven’s team, but they were unsuccessful at taking back the commlink.

Now that they had Seth Dietrich’s data on Brackhaven, there was one more Job that Project Freedom needed done so they could put the final nail in the coffin of Brackhaven’s career. Unbeknownst to Brackhaven, records of his dirty dealings were stored on a local server inside Brackhaven Investments. Project Freedom could offered some gear including gliders and rooms from which to launch them. Insertion would be taking gliders from an adjacent hotel to the roof of Brackhaven Investments. From there the team worked their way down to the 10th floor rather successfully. Finally reaching the 10th floor the team held off security long enough for Tauren to complete his copy of the data and then set off the fire alarm to cover the escape.

An Odd Odd-Job

Sometime outside of the previous weeks’ events Shadow (James) and Azzazel (Ron) sought out some work through their contacts. Shadow’s fixer came through with some leads and after weighing their options they decided to do an odd job.

Their strange Mr. Johnson appeared to them at an abandoned street corner in the Barrens and informed them he needed them to retrieve a Salish artifact, an orca carved from a whale bone, from an office lobby; claiming that it was more than it appeared. The duo accepted the job and set off to scout out the location. After Shadow failed to woo the receptionist and Azzazel was denied use of the lavatory, they turned to more typical recon methods. Shadow invisibly slipped into the building behind the exiting employees and let his associate in. Azzazel acquired the artifact by readily embracing the essence of “smash and grab”. They beat a hasty retreat dousing the security’s fire elemental with the sprinkler system and blockading the doors with a wall of force. The hired wheelman had them away with no trouble.

When it came time to deliver the goods they met Mr. Johnson in the Barrens again. The mage was caught dropping his invisibility spell as he approached and admitted that he hadn’t expected them to succeed despite the relative ease of the task. Cue his sudden but inevitable betrayal. The team made such short work of him that it was said “his head is now wherever you choose it to be.” It’s not clear whether Mr. Johnson actually wanted the artifact, which does not seem to be magical, but they retrieved their payment off of his body, so they didn’t seem too concerned. The artifact (and all the other things) stolen in from the officer were returned by mail. A peculiar pin was found on Mr. Johnson – a dragon inside a pentagram. Some digging turned up that it has some connection to Rasputin, but the significance is not known.

Splintered State, part 2
Drek hits the fan

“Imaginary” Annie Goldsmith sent over another one of her clients with additional information gleaned from Seth Dietrich’s commlink. Operation Daybreak was, according to popular conspiracy theory, a plan by Governor Brackhaven to fame and villainize the Ork Underground community prior to the public ballot to legitimize the community.

During the introduction with the newest runner to the team Annie assembled, Dietrich’s commlink rings. The caller claims to be Seth Dietrich himself and offers ¥100,000 for its return the next day at Fort Lewis Zoo.

And here’s where Drek hits the fan.

Dark clad figures, seemingly Yakuza, catch the team by surprise during their meeting. After killing their leader, severely injuring two others and mind controlling a third, they decide it is in their best interest to flee.

The meeting at the zoo doesn’t go much better. Dietrich is there, but does not seem to be himself. He neither recognizes his own name or knows anything about the meet. Even his voice seems different than it was on the phone. Almost as if he were a different person. The only piece of information you can get from him is that he thinks his name is “Armitage” before he is silenced by a sniper’s bullet. Two more of the Russian assassins attempt to finish off any witnesses before fleeing the escaped basilisks and approaching UCAS military police. A quick search of Dietrich’s body before escaping, reveals that he did indeed bring the ¥100,000 as promised as well as a second commlink.

If anything managed to become clear from this mess it’s that you have something that others want and they’re not interested in sharing. (There’s also the question of how these interested parties found out who has what they’re looking for.)

Splintered State
Part 1

Your day starts with Knight Errant pounding on your door at 7am an arresting you in connection with a commlink heist in Tacoma the night before. Luckily for you, you had nothing to do with the theft. Unluckily for you, they seem determined that you are guilty. After rotting in the holding cell for a bit, a lively young defense attorney, “Invisible” Annie Goldsmith, arranges for your release. She doesn’t want any payment, but does need you to do a job in return. Shinobi (Greg) asks if she is the reason you were all arrested in the first place, but she just plays coy.

The job is a milk run, as they say on the streets. A greasy Korean Mr. Johnson meets you in a Redmond Barrens bar, The Banshee, and asks you to retrieve a commlink belonging to a small time dealer called Oxycode. You arrive at the motel where Oxycode is supposed to be only to find him already strangled to death. Instead of one commlink, he has two. All of the contacts on both are nameless, but when you dig deeper on the second a second device is found; this one fully encrypted.

A quick call to Annie gets you a decker capable of un-encrypting the data, but she informs you that you only have half of the information. What data you are able to decrypt nets you a few scattered details about the some murders and wanton destruction and a name to the owner of the commlink, Seth Dietrich. Unfortunately your contacts (Ron’s cop, Greg’s Yakuza and James’ Fixer contacts) aren’t able to tell you much about Dietrich other than he’s an FBI agent who was trying to dig up dirt on Brackhaven, governor of Seattle Metroplex, around the time of the Ork Underground controversy.

Some shows to get you in the spirit
Basically smart asses who do crime...

Burn Notice
Human Target
A-Team (I’m not linking to it, you all know it…)
Grimm, maybe? I haven’t seen much of it.

Let me know if you think of more!

Character creation
  • Figure out what kind of character you want to play.
  • Pick your priorities.
  • Get your base stats based on your race then spend your Attributes.
  • Purchase qualities. (You have 25 Karma to spend on qualities and other things. You’re limited to 25 points of positive and 25 points of negatives)
  • Spend your skill points. (The number after the slash is how many skill points you have for skill groups i.e. buying skills in bulk.)
  • Spend your money
  • Don’t forget to get a lifestyle otherwise you’re living in the street. You can pool money to buy a team lifestyle for an extra 10 percent per person.
  • Don’t forget to buy clips and ammo
  • Gear has 3 limits
  • Cyber/bioware is limited to a +4 per attribute
  • Nothing above Availability 12
  • Nothing above rating 6
  • You can spend up to 10 Karma (of your 25 from above) on cash. 1 Karma = 10,000 bucks.
  • You can only keep 5000 bucks from character creation, so don’t be stingy
  • Spend your leftover Karma
  • That includes spirits, spells, foci, contacts, sprites.
  • Everyone gets free Karma for contacts, but you can use your leftover from above for more. * You get Karma = Charisma x3 to spend on your initial contacts.
  • You can keep up to 7 Karma
  • Final calculations – Theres a table of derived values like initiative and limits on page 101.
Welcome to Seattle, chummers!

Shadowrun’s Setting
Seattle Metroplex, United Canadian and American States. 2075. Events of the past 75 years have introduced advanced technology allowing for cybernetic implants and creating whole virtual worlds. Magic has returned and brought with it mythical races and dragons. But they’ve also created a world where gigantic corporations are essentially their own nation states that dominate even the countries where they operate. North America has fractured into several nations. The common person either conforms to the system and is often employed, housed, educated and tracked by corporations or they live outside the system where they are essentially invisible and left to the rule of gangs and criminals on the edge of society.

“Watch your back!
Shoot straight!
Conserve ammo!
Never deal with a dragon!” – The unofficial Shadowrun motto

A Shadowrun Campaign
Your characters are shadowrunners. Shadowrunners choose to live outside of the system (although they may not always have been) and are essentially freelance contractors. They take jobs that corporations, governments and powerful individuals need done without getting their hands dirty. They also take jobs to help the common person, expose corporate injustices, and sabotage schemes that endanger the public.

Your characters are established runners. Not newbies, not veterans. You come into the game with enough reputation to get a job and some contacts from your life prior to the campaign.

I’m going for something with a strong overall story, but I don’t want to railroad you into taking one path through it. One of my biggest goals is for it to feel like the world is still happening around you while you’re off doing your thing. Also, of course, I want it to be fun. If there’s something you’re not enjoying, or isn’t clicking for you or you’re not enjoying your character as much as you thought you would and want to change, let me know. There’s a lot of ways to go with Shadowrun, so don’t think we’re stuck on one track.

I think I’m going to set up a site for the campaign that should make it easier to keep track of information in the game. Obsidian Portal seems pretty useful, but I’ll let you know.

The Missions
Generally you get your jobs from one or more Fixers. Fixers are talent scouts, agents, and fences. They’re the people who know people and know how to get things. The client, generally known by the euphemism Mr. Johnson, usually contacts a fixer with the details of their job and the fixer then farms it out to one of their teams. Once contact is made, your team meets with Mr. Johnson to get the details. Of course you’re going to want to check some things out on your own, whether it’s confirming that the mafia really does have Mr. Johnson’s daughter or if the security at the corporate warehouse is as lax as you’ve been told. Once you’re ready, you’ll plan out and execute the mission. If you’re lucky things go smoothly and you might even steal some additional pay data or loot. If you’re unlucky things go sideways and you barely escape with your lives.

Example mission types are burglary, breaking shit, extraction or insertion, delivery, protection, hooding (as in Robin Hood), or misdirection. You’ll often be targeting Megocorporations or other large organizations. You’ll contend with their contracted security or their own in-house security teams. You might need to get through gang controlled territory or wilderness filled with awakened creatures to get to the job site.

The Team
You guys should decide together the template of your group. Have you worked together as a team before? Have you done it regularly? Maybe you’ve always been a team. Do you like one another?

Regardless you should decide on your group morality, so even if your character’s morality differs slightly he knows what is going to be acceptable by the group. It doesn’t your character can’t disagree, but at a player level let’s get on the same page. The ole Paladins and pirate ships clause. Will you take any job that pays? Are you willing to do bad things to bad people? Are you only interested in helping the little guy and will turn down any corporate jobs?

Your Characters
A balanced team is definitely nice, but not required. You can hire a decker to do all your hacking if needed or just not take jobs that rely on those skills. Give some thought to what, if anything, your character did before shadowrunning. Who do you know? Some of those people are going to have skills you need and be willing to help you and be your contacts. You don’t need to go very in depth with your background, but if you want to, that’s cool too. If you have some lingering plot point from your background, it can be something you bring to the team as a job.

Examples characters start on page 112. The book is on Dropbox.

To make your character you’re going to assign a priority to each category. So you can only have one item from rows A-E. If you want to be a full magician with a Magic rating 6, you can’t also start with 450,000 nuyen to spend on gear.

Metatype: Your race, in normal RPG parlance. The number in parenthesis is how many points you have to spend on special attributes – Edge, Magic (for spellcasters/adepts) and Resonance (for Technomancers).

Attributes: This is the number of points you have to spend on your attributes on top of the starting values for your race. Attributes have a limit, which you can’t exceed (at least not to start.) The Attributes are Body (physical toughness), Agility, Reaction, Strength, Willpower, Logic, Intelligence and Charisma. You also have Edge which is more or less your luck and can only be increased (at creation) with special ability points from your metatype selection. Essence is the measure of your metaphysical purity. Installing cyberware decreases your Essence which will also decrease your max Magic, if you have one.

Magic or Resonance: This determines your starting Magic attribute (modifiable by your special ability points from your metatype). There are a few types of magic users. Adepts use magic to increase their own bodies and abilities. Magicians are your typical casters. Aspected magicians are limited to one field of magic, summoning or spellcasting or enchanting. Mystic adepts are a combination of magicians and adepts.
This field also determines your starting Resonance for a Technomancer. The resonance stat will determine your attributes inside the Matrix.

Skills: The first number is the points you have to spend on individual skills and the second is the number you have to spend on skill groups. Skill groups is essentially buying skills in a bundle.

Resources: How much moolah you have to spend at character creation. You can keep no more than 5000 to add to your starting cash (determined by the starting lifestyle you purchase.) Anything more than that is lost. You can convert up to 10 Karma (see below) for 2000 nuyen each (so up to 20,000) but you can’t convert money into Karma.

Karma: Karma is the XP of Shadowrun. You start with 25 Karma to spend on things like positive and negative (which grant you Karma) qualities, contacts, spirits and spells (for magicians) or sprites and programs (for technomancers.) You’re limited to 25 points of positive and 25 points of negative qualities.

How did we get here? The Sixth World - A brief history:

1999 – The US Supreme Court upholds a private corporation’s right to maintain an armed force for the protection of its personnel and property.
2001 – The US Supreme Court established corporate extraterritoriality. This decision makes the Shiawase Corporation the first megacorporation
2005 – A major earthquake causes immense damage to New York City. It will take 40 years to rebuild.
2010 – The US government seizes all Native American lands.
2011 – This year would later be known as The Year of Chaos.
2011 – The first baby is born with a condition that would later be known as Unexplained Genetic Expression. UGE causes human mothers to give birth to children that appear like Dwarves or Elves.
December 24, 2011 : The Awakening
The great eastern dragon Rumuyo appears on Mount Fiji
Daniel Coleman, later known as Daniel Howling Coyote, walks out of Abilene detainment camp. Guards attempt to stop him but their bullets bounce off of a glowing field. Colemen leads his people into a fierce storm, leaving no trace.
The main cabin of the primary Operation Discovery module suffers a catastrophic malfunction and crashes on Mars, killing five of the eight astronauts. The survivors begin the return to Earth in the command capsule.
At one second past midnight the following message was sent to Shadowland BBS, the main online hangout of the shadow community:
MESBASE: 102/a
DATE/TIME: 00:00:01/12-24-11
SUBJECT: <unknown>
Good morning world. Welcome back. Play nice.

Nothing more from this individual has been heard from since.
2011: Ley lines and standing stones re-emerge all over Britain and the great Welsh dragon Celedyr is sighted.
2012: The great dragon Dunkelzahn appears in Denver. He grants a 12-hour interview during which he explains The Awakening.
2012: The great western dragon Lofwyr appears in Germany. He would become the sole owner of Saeder-Krupp, one of the ten AAA Megacorporations.
Election Day 2016: The US President-Elect, who was inaugurated due to his predecessor’s murder, orders the removal of all Native Americans from US soil by any means necessary, effective immediately.
2017: Daniel Howling Coyote initiates the Great Ghost Dance causing several volcanoes in the Pacific Northwest to erupt.
2018: The United States of America, Canada, and Aztlan (formerly Mexico) ratify the Treaty of Denver which establishes the Native American Nations in much of western North America. Denver is divided into several districts under jurisdiction of the participating nations.
2021: Without warning, ten percent of the world’s population suddenly mutates into Orks and Trolls. The process then occurs in utero children. The media calls this transformation “Goblinization.”
2023: The US Supereme Court grants equal rights to metahumans.
2030: Canada and the US merge into the United Canadian and American States (UCAS).
2034: The Confederation of American States secedes from the UCAS.
2036: The UCAS establishes the System Identification Number (SIN) system to track the records of it’s citizens. It is one part birth certificate, one part credit history, one part passport and one part legal record.
2036: Californa secedes from the UCAS. Aztlan invades southern California, taking the city of San Diego. Tir Tairange, the newly formed Elven nation in what used to be Oregon, invades northern California.
2036: The Nuyen ¥ becomes the world wide reserve currency.
2039: The Nights of Rage take place.
In Seattle the police gather all metahumans in Tacoma. Terrorists firebomb a detention center. The police to not react until hours late.
The events in Seattle spark racial violence worldwide.
Members of a magical group use magic and explosives to destroy the Sears Tower.
Anarchists establish the Free State of Berlin.
St. Patrick’s day becomes Bloody Tuesday in Boston. Irish terrorists plant a bomb in an elven restaurant. The parade turns into a race riot killing or injuring hundreds.
2042: Dunkelzahn’s semi-annual talk show Wyrn-Talk premieres.
2056: The UCAS Congress formally recognizes the great dragon Dunkelzahn as a legal citizen of the UCAS.
2057: Dunkelzahn is elected president of UCAS in a special election. He is sworn into office hours before dying in an explosion of his limousine. An astral rift appears at the site soon after. The reading of Dunkelzahn’s will establishes the Draco Foundation among many other things. The will distributes many items, both valuable and seemingly worthless, as well as dispenses advice and predictions.
2059: The Renraku Arcology, a massive self contained residential structure, in Seattle, is sealed automatically by it’s security system trapping more than 100,000 people inside. Rumors on the Matrix as to the cause of the shutdown center around a rogue AI.
2061: The Year of the Comet – Halley’s Comet returns.
2061: The first case of SURGE, Sudden Unexplained Recessive Genetic Expression, is reported. SURGE produces many variants of existing metahumans including features like fur, scales, third eyes, horns, tails and other features.
2061: The dragon Ghostwalker appears in astral form emerging from Dunkelzahn’s Rift in Washington, D.C. He immediately flies to Denver, somehow picking up his body along the way and with an army of spirits launches a month long campaign of attacks forcing Aztlan from their district.
2061: A Rogue Japanese commander, in California to provide aid, takes control of central California, forming the California Protectorate.
2062: The Council of Denver meets with Ghostwalker, giving him control of the city.
2064: The Matrix Crash 2.0 has an enormous impact on the world. Trains derail, planes crash, power plants shut down. The wired Matrix is left a smoking ruin in many portions of the world paving the way for the Wireless Matrix.
2069: Major earthquakes rock the San Andreas and San Pedro Shelf fault lines causing widespread destruction. Parts of Southern California and the Central Valley fall below sea level and Los Angeles and other costal cities are cut off from the mainland, effectively becoming islands.
2069: The California Protectorate is dissolved.
2073: Ghostwalker performs a ritual that closes Dunkelzahn’s Rift in Washington, D.C. Thousands are dead, injured or missing as a result.
2074: The world’s great dragons leave their lairs and hold a formal assembly. They sentence onf of their own to imprisonment and strip another of her hoard and lair.
2075: The Present Day

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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