Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.

Read “Road Rage” Session 1 Report
Read “Road Rage” Session 2 Report
Read “Road Rage” Session 3 Report
Read “Road Rage” Session 4 Report
Read “Road Rage” Session 5 Report

For every mission we run in my Shadowrun role-playing group, I like to end with an Epilogue & Recap session. This gives us a chance to go over the events of the mission and pull back the curtain a bit on how I run the adventure. I welcome and encourage any and all feedback and criticism to the adventure itself (written completely by me) as well as how I run everything. It also gives me a chance to talk directly to the players about how they approached certain situations, and perhaps point out alternate paths or answer questions about other methods that were available to them.

It went over really well. We’re all old friends and family so everyone is comfortable talking frankly about what all worked and what didn’t. In general everyone was super positive over the “Road Rage” adventure, enjoying it more than the first mission. We all agreed it was a very combat heavy mission, but all the battles and scenarios were different and varied enough that they all remained fun and unique.

“Road Rage” was composed of five total scenes, using four custom built tactical maps in Roll20. It took us five total 2-3 hour sessions, not including this final recap session, making it much longer than our previous three-session adventure. I wrote it as a direct follow-up to the events of our inaugural adventure, “Not With a Whimper.” The players were contacted by their new fixer and contact, gang leader Jeremiah Redd, to escort an armored truck full of goods to an Ares MegaCorp buyer at the downtown Seattle docks.

The shipment came from Jay-T’s Automotive, the location of the final scene in the previous adventure. Reusing a previously built map was a huge time-saver for me, and I used the opportunity to create an entirely different scenario than the drone infiltration of the the last adventure. The players stumbled upon a hostage situation, and opted to go in guns-blazing, violently but effectively ending the hostilities with the gangers [Read Session 1 Report].

Shadowrun Road Rage Lapis LuzilThey also met their new NPC allies I saddled them with: freelance runner and sword-wielding Adept Lapis Luzil, and ex-ganger professional driver Crank. Crank was a fun callback to the last adventure as a previous minor adversary that the players specifically captured alive (as the driver of the DocWagon Ambulance) and turned over to Redd. I had him flip sides and embrace Redd’s gang. The players gathered the rest of the shipment into the truck, decided on how to split the party and what vehicles to take, and got started on their highway to hell, err Seattle [Read Session 2 Report].

What followed was a series of two unavoidable combat encounters. My initial plan was to offer a branching path depending on how the players handled the first encounter with the troll biker gang. After I started writing and building the tunnel map, however, I decided to simply force the issue so as to give the players another path and different encounter. It did feel a bit ‘railroad-y,’ a problem that crops up when using pre-defined visual aids like Roll20 in for a role-playing game, but ultimately all the players said they were fun and enjoyable encounters.

The highway chase scene with the troll bikers was a lengthy combat encounter, and our first use of vehicles in combat. Since starting Shadowrun I definitely wanted to jump into vehicular usage as it’s not exactly something that comes up during fantasy RPGs like Dungeons & Dragons. The players took right to it, using a few special chase combat attacks like Cutting Off and Ramming, as well as unleashing spells and guns at the trolls.

My trolls got some good hits in on the truck as well, including setting off a demolitions charge, adding a dire sense of urgency to the situation. Ultimately the players were able to defeat most of the trolls, but more appeared on the horizon, prompting Crank to suggest the tunnels as an alternate route [Read Session 3 Report].

While the highway was a typical action movie set-piece, the tunnels were dripping with horror and the unknown. I used Roll20’s fog of war system to limit the players’ vision, and once they were forced to move an obstacle I unleashed my ghouls upon them. We’d never fought feral, monster-type creatures before (most Shadowrun opponents are fellow metahumans) and I was unsure how many the players could take.

Turns out I had my worst rolls ever that night, as my ghouls continually tied on their attacks (which is basically a miss) while the runners wiped the floor with them. Ghouls have little defense so their danger comes in their numbers and their relatively high attack, which didn’t end up amounting to much. Still my players said they enjoyed the encounter, and the dread of not knowing how many of them were out there.road rage scene 2 highway

The last 20-30 minutes of our fourth session was the highlight of the adventure for me, as our players reached the guarded entrance to the docks and began panicking over how to approach it. Mauta began confessing her previous relationship to the buyer which might cause interesting problems, while Saran simply leapt over the barbed wire fence using the nearby shipping containers I’d placed. It was a fun and zany moment of player drama that as GM I can’t write for, but always hope for [Read Session 4 Report].

The players made it inside using Ursev’s powerful Jedi Mind Trick, err, Control Thoughts spell. The actual exchange and deal went off relatively problem free, with Falkirk the charismatic leader using a point of Edge to extract an impressive additional payout from the buyer (I totally didn’t consider Edge when writing my Net Hits to Money ratio on that Negotiation test).

At the end, right before being paid, the players were suddenly attacked by an unseen mage via a two-pronged attack – casting Mob Control on everyone in the immediate vicinity of the exchange site, and summoning a water spirit to attack everyone else. To make things even more climactic, the water spirit summoned a powerful thunderstorm localized right over the docks.

My players completely panicked and it was glorious. I only ensnared one of them in the mind spell (Falkirk) as Ursev was adamant about staying the truck the whole time, and I definitely wanted to follow the line of sight rules for the spell. Saran had to deal with the surprise attack of the water spirit, while Muata had a good elevated position to discover the spell’s source – a mysterious figure on a boat in the harbor. The players were burning Edge points left and right to both avoid attacks and disable the spell on Falkirk.

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I was pretty lenient and merciful with the players at the end, mostly in the interest of time and not to completely screw them over with this unavoidable surprise attack (had they killed the buyer, they wouldn’t get paid). When Mauta took a shot at the boat, I had them immediately drive off, dissipating the spell. I originally planned on having the water spirit stick around as a pseudo final boss fight, but the climactic relief from the players after the mind control wore off motivated me to actually just have the water spirit retreat. The players got thanks from the buyer (they kept both his guard alive, though they were heavily injured), and received their substantial monetary award [Read Session 5 Report].

The players received a bunch of karma and money from the mission, quite a bit more than the first adventure, and everyone gave it an enthusiastic thumbs up. The finale was their first real look at the overarching villain of this campaign. The players have had a few opportunities to discover their identity but so far have come up short, leading to more mystery and questions. Will we find out more of the overall plot beginning in next week’s session? Well we dive into some of our runners’ backstories? Will Saran continue to act like a hilarious psychopath? Stay tuned to Sunday evenings for more of our Shadowrun live-streaming adventures!

Watch our sessions live on twitch.tv/gorbash722 every Sunday night beginning at 9:30pm Central.