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  • 7/26/2019 SRM04-01 Hiding in the Dark

    1/37SHADOWRUN MISSION 04

    Writing

    Steven Bull Ratkovich

    Art

    AAS, Ian King

    ProofingA.A. Salati, Jean-Marc Comeau,Jeremy Weyand

    MapsPatrick Sullivan, Sean Macdonald

    Shadowrun Missions Logo

    Brent Evans, Matt Heerdt

    Layout & DesignMatt Heerdt

    Art Director

    Brent Evans

    Shadowrun Missions Coordinator

    Steven Bull Ratkovich

    Shadowrun Line DeveloperJason Hardy

    CREDITS

    2011 The Topps Company, Inc. All Rights Reserved. S

    and Matrix are registered trademarks and/or tradema

    Topps Company, Inc., in the United States and/or other

    Catalyst Game Labs and the Catalyst Game Labs lo

    trademarks of InMediaRes Productions, LLC

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    2/37

  • 7/26/2019 SRM04-01 Hiding in the Dark

    3/373INTRODUCTION

    INTRODUCTIONSRM 04-01 Hiding in the Darkis a Shadowrun Missionscampaignadventure. Full inormation on the Shadowrun Missionscampaign isavailable atshadowrun4.com/missionsand includes a guide to creat-

    ing Missions characters and a regularly updated FAQ. All maps, playerhandouts, and other playing aids are ound at the end o this document.

    PREPARING THE ADVENTURESRM 04-01 Hiding in the Dark is intended or use with

    Shadowrun, Twentieth Anniversary Edition, and all character and rulesinormation reers to the ourth edition o the Shadowrunrules.

    Adventure Structure

    SRM 04-01 Hiding in the Darkconsists o several scenes. Tesescenes orm the basis o the adventure, which should be completedin approximately our hours. I you are running short on time, you

    should streamline each and be a little more generous with clues, targetnumbers, and other requirements to aid in guiding the players throughthe adventure.

    Each scene outlines the most likely sequence o events, as well as

    how to handle unexpected twists and turns that inevitably crop up.Each one contains the ollowing subsections, providing gamemasterswith all the inormation necessary to run it.

    Scan Tisprovides a quick synopsis o the scenes action, allowing youto get a eel or the encounter at a glance.

    ell It to Tem Straightis written to be read aloud to the players,describing what their characters experience upon entering the

    scene. You should eel ree to modiy the narrative as much asdesired to suit the group and the situation, since the charactersmay arrive at the scene by different means or under different cir-cumstances than the text assumes.

    Behind the Scenescovers the bulk o the scene, describing whats hap-pening, what the non-player characters are doing, how they willreact to the player characters actions and so orth. It also covers the

    setting o the encounter, going over environmental conditions andother properties o the location as well as providing any descrip-tions o important items.

    Pushing the Envelopelooks at ways to make the encounter more chal-lenging or experienced or powerul characters and other ways youcan add some extra spice to the scene. Tis subsection shouldusually only be used or home games, or games where time is nota actor. At most convention and Open Play events, gamemasters

    should omit this inormation. It adds to the scene, but does notcontain important inormation.

    Debuggingoffers solutions to potential problems that may crop upduring the encounter. While its impossible to oresee everythingthat a group o player characters might do, this section tries toanticipate common problems and other suggestions or dealingwith them.

    RUNNING THE ADVENTUREGamemastering is more o an art than a science, and every game-

    master does things a bit differently. Use your own style when it comesto preparing and running the adventure and do whatever you eel isbest to provide the best Shadowrungame you can or your players.Shadowrun Missionsadventures are designed to run in a standard our-hour convention time slot.

    Please keep this in mind when running the adventure. You shouldleave at least 1520 minutes at the end o the time slot to completeany necessary paperwork and pass out the players Debriefing Logs.(Make sure that you have enough copies o the Debriefing Log or thisadventure to give one copy to each player afer running the adventure.)Tis section offers some guidelines you may find useul in preparingto run SRM 04-01 Hiding in the Dark(or any Shadowrun Missionsadventure).

    Step 1: Read The Adventure

    Careully read the adventure rom beginning to end. Get a eel orthe overall plot and what happens in each scene. Tat way, i something

    different happens, you wont be caught off guard and you can adaptthings smoothly.

    Step 2: Take Notes

    ake notes or yoursel while reading through the adventure thatyou can reer to later on. Possible things to note include: major plotpoints (so you can see them all at a glance), the names o various non-player characters, possible problems you notice, situations where youthink a particular character can shine and other things youll want to

    keep in mind while running the adventure.

    Step 3: Know The Characters

    Prior to the start o the adventure, examine the PCs record sheetsand Debriefing Logs or your reerence and have basic inormationabout their important abilities handy so you can reer to it during play.Also go over the characters and keep their previous events listed onthe Debriefing Logs in mind when determining non-player character

    actions in various scenes i such a dynamic has been included.

    Step 4: Dont Panic!

    Gamemastering involves juggling a lot o dierent things.

    Sometimes you drop the ball and orget something or you just make amistake. It happens, dont worry about it. Nobody is perect all o the

    time and everybody makes mistakes. Just pick up rom there and moveon. Your players will understand and orget about it once you get backinto the action.

    GENERAL ADVENTURE RULESShadowrun Missions adventures use the rules presented in

    Shadowrun, Twentieth Anniversary Edition (SR4A). Standard rules suchas success tests, the Rules o One and Six, and other common mechanicsare described in SR4A and are not repeated in this adventure.

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    4/374 INTRODUCTION

    Please keep in mind when preparing or the adventure that thePCs will not necessarily comprise a balanced party. Its very possiblethat the party will be made up entirely o technomancers or back-to-nature shamans. I the characters run into a brick wall because o suchcomplications, show flexibility 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. Tey

    are the allies, antagonists, and background characters in the adventurethat interact with the player characters. NPCs in this adventure havealready been created and can be ound throughout the adventure.

    Minor NPCs are ound in the individual scene that they appearin, and generally have a brie write up, noting only their importantskills and the gear they are carrying. Note that their dice pools are pre-calculated to save the gamemaster time.

    Major NPCs can be ound in the Cast of Shadowsat the end othe adventure, and have more detailed write ups, and include most o

    the skills and the gear they have access to.Te NPCs in this adventure should generally stand up to the

    average player character but may need some adjustment to suit a par-

    ticular group o characters, especially a more experienced and powerulgroup. Te scenes and NPC descriptions offer tips on adjusting theNPCs to suit the abilities o the characters in your group. o adjustthe power level o an NPC, reer to the Prime Runner Creation andAdvancement able (p. 285, SR4A). ake the player characters abili-

    ties into consideration when assessing the NPCs in this adventure andmodiy them accordingly.

    Mission Difficulty

    GMs are encouraged to use their own judgment, and to adjust

    the difficulty o the encounter to take into account the abilities o theplayers. I the players have no magical support, replace magical deenses

    with mundane ones. I the players are weak on combat, reduce thenumber o enemies by one or two. Conversely, i theyre steam-rollingthe opposition, add one or two enemies to the fight. Missions should

    be a challenge to the party, but should never be insurmountable or a

    team playing it smart.

    Choosing Sides

    During the course o a scenario, the PCs will be presented withoptions to choose sides between several Factions in the adventure.Seattle is a city ull o conflict and is ull o opposing Factions who butt

    heads constantly. Characters can try to remain neutral, but ofen anydecision they make will avor one Faction over another. Tese choiceswill earn the character positive or negative Faction Reputation. Positive

    Faction Rep doesnt mean that a runner has become a member o thatFaction, but rather just notes that the Faction looks upon the characteravorably, and is more inclined to deal with the runner. High enough

    Faction Rep will earn the character a avor rom that Faction at the endo the adventure (see Picking Up Te Piecesor more inormation). Iyour Faction Rep drops low enough, contacts that are members o thatFaction may not deal with you at all.

    Each Faction keeps tabs on its opposite, and every organization isull o spies, so any time a character deals with one Faction, the other

    side inevitably finds out about it. Tis is tracked on an individual basis,so even i one teammate sells out inormation to NewsNet, anotherrunner can sell out to KSAF and still earn KSAF Faction Rep.

    A Note on CommlinksBy 2070, commlinks have become a universal appliance. Because

    just about every NPC is going to have one, they wont always be stattedout in the adventure text. For NPCs who do not have a statted com-mlink, assume it has all necessary ratings at 3. Tese commlinks willnot contain any valuable paydata.

    Paperwork

    Afer running a Shadowrun Missionsadventure, there are severalimportant pieces o paperwork that need to be filled out.

    Te first is to make certain to distribute a copy o the adventuresDebriefing Log to each player. As the GM, please make certain to fillthis out and sign off on it or each character. In the interests o time,

    you may have each player fill out the sections, with appropriate valuesthat you give them. Please consider the PCs actions in the scenario whenproviding Reputation modifiers, per those rules (p. 265,SR4A).

    Te second is to make sure that all players have updated theircharacters calendar. PCs are allowed to go on one run per week. Tecalendar is used to track the characters monthly liestyle expenses,adventures, and their downtime exploits.

    Finally, certain modules will request that you use the web report-ing orm available at shadowrun4.com/missions to report theoutcome o the Mission. Future adventures will reflect the outcomeo this one. Without GM eedback, the PCs exploits will be unableto affect the campaign.

    MISSIONS FACTIONS

    BURIED UNDERGROUND PLOTLINEOrk Rights Committee:This faction is pushing to see the Ork Underground become a

    full-fledged, legitimate district of Seattle, by any means necessary.

    Seattle Government:The city of Seattle is hurting for money, and sees the Underground

    as a huge expense that they cant afford, with little to no gain from its largely SINless a popula-

    tion, and worries that making it a district would give legitimacy to the gangs, crime rings, and

    smugglers that use the Underground as a base of operations.

    NewsNet:

    Horizons flagship news outlet in Seattle, NewsNet has long struggled to main-tain its status as Seattles top reporting agency against its primary rival, KSAF.

    KSAF:KSAF built a reputation on reporting the news sometimes before anyone knew

    it was news. Those days are past, but with the brewing fight between the city and the Ork

    Underground, KSAF sees a chance to get the scoop and reclaim their glory days, burying NewsNet

    in the process.

  • 7/26/2019 SRM04-01 Hiding in the Dark

    5/375MISSION SYNOPSIS

    MISSION SYNOPSISAssistant Deputy Attorney Dana Oaks has been looking to make

    a name or hersel and to stop organized crime in Seattle. She hasbeen methodically working her way up the criminal ladder, starting

    with a ew small time dealers and thugs and getting them to roll overonto their boss. Afer getting her hands on Captain Jack urner inSRM 04-00 Back in Business, shes chosen her next target: a mid-level

    Finnegan Family enorcer known only as Junior. Junior has beenrunning sections o Downtown or the Family or the last six months

    and has been making quite the reputation or himsel as a very smart,

    but very ruthless crime boss. He handles drugs, guns, gambling, andprostitution or part o northern downtown.

    Junior is very secretive with his true identity, however, and so ar

    Knight Errant has been unable to find out who he is. Several weeksearlier, Knight Errant sent in a couple o undercover operatives to try

    to infiltrate Juniors gang. One was ound dead a week ago, executed,while the other hasnt checked in since then and is presumed dead.

    Dana Oaks wants to hire the runners to track down Junior and capturehim. Shes offering a sizable bounty on him.

    Following up their leads, the runners find that Junior masks hisidentity, and that no one ever sees him entering or leaving the twobars hes known to requent. Trough legwork, dig ging and hacking,or sheer intimidation the runners can find out that both bars haveentrances leading to the Ork Underground, and that both bars areco-owned by a businessman named Johnny orinni.

    When the runners enter the Underground and start askingaround, theyre invited to meet Johnny orinni, who offers to helpthe runners out, i theyll do a little business or him. orinni is abusinessman who owns and operates numerous businesses in theOrk Underground, as well as a construction business opside. Hes

    very philanthropic, donating a lot o money to help improve the

    Underground, and hes been a major supporter o the reconstruc-tion efforts since the fire that destroyed a large portion o the ourist

    Highway. Te side jobs that orinni asks the runners to do involve

    escorting a shipment o building supplies down to the ouristHighway, distributing ood to a group o ork squatters, and finallydeending a group o small businesses in the Goblin Market rom agroup o BotKham who have been extorting them.

    Once the runners have done these missions, orinni will admit tothe runners that he is also Junior. Hes been using his criminal activi-ties to und his businesses and philanthropy in the Underground. He

    doesnt believe that taking advantage o opsiders is wrong, as theyvedone their best to keep his people and his city downtrodden ordecades. He pleads his case, pointing out the good he does or the OrkUnderground, and offers to pay the runners even more than they weregetting rom Oaks to leave him be.

    Tis presents the runners with a choice. Do they do the job they

    were originally hired or, or do they renege and take orinnis side?I they insist on taking him in, hell go willingly as he doesnt wantto risk a firefight in the Underground. Some o his employees are less

    orgiving, but the runners can talk them down (with orinnis help).In either case, theyre going to leave either Dana Oaks and the Seattle

    Faction unhappy, or theyre going to make the O.R.C. unhappy. oughchoice on the runners part.

    Gamemaster Note: here are a lot o small steps in thisadventure, and it is very easy or the runners to get bogged down inthe scenes. Keep the adventure moving, and i youre on a time limit,watch the clock. Te runners should reach the Ork Underground withat least an hour lef.

  • 7/26/2019 SRM04-01 Hiding in the Dark

    6/376 SCENE 1: MEET THE LAW

    SCENE 1: MEET THE LAWSCAN THIS

    Te runners get a call rom osh Athack requesting that they meet

    at a local coffee shop. Once there, he connects the runners to a virtualconerence with Dana Oaks, who wants to offer the runners a chanceat a bounty to bring in a local crime boss who has managed to keep

    his true identity a secret, and is only known as Junior.

    Gamemaster note:I the runners have played SRM 04-00 BackIn Businessor CMP 2010-02 Copycat Killer?, they may have previouslymet osh Athack and ADA Dana Oaks. Adjust the text accordinglywhere necessary.

    TELL IT TO THEM STRAIGHTSeattle. Te Emerald Sprawl. Its cold and wet, a light drizzle

    soaking the city to its bones. Even in augmented reality the g listening

    emerald green overlay o the citys buildings seems to be soggy andmiserable. It would be a great night to find a warm bar or club to relaxat, or maybe just stay home and watch some trid. So o course, thatswhen your commlinks beep.

    You dont recognize the number that pops up, but in your line owork thats not unusual. Connecting the call, your vid screen showsthe ace o a brutish troll with massive steer-like horns looking at you. I got a job that might be up your alley, the trolls deep voicerumbles. I youre interested in hearing more, meet me at Renos onBattery and 4thin an hour.

    When the players get to Renos

    Approaching the aux-adobe style exterior o Renos you see

    three kids that look to be college students trying to look tough in theircombat biker leathers and cute little racing crotch-rockets, all no doubtbought by their rich athers trying to buy their love. Tey glare andposture or the sorority girls hanging on their arms. Inside the bar the aux-Aztech style continues, though the decora-

    tion is also a shrine to all things Combat Biker. Autographed picturesline the walls, beaten and scuffed helmets are mounted with pride next

    to photos o their owners, and along the back wall mounted on a raisedplatorm is the Renos pride and joy, an actual bike once used by RenoPyatt, owner o the bar and ormer member o the Seattle imber

    Wolves. Te dinner rush hasnt started yet, so theres only a handul opatrons sitting up at the bar. At a back booth, you can see the hulkingtroll you spoke with earlier.

    BEHIND THE SCENES

    Meeting Tosh and Dana Oaks

    Detective Teodore osh Athack is a Knight Errant officer withSeattles Special Crimes ask Force, working with Assistant DistrictAttorney Dana Oaks and ocusing on gang activity and organizedcrime. osh is willing to kick in teeth and do whatever he needs to getthe job done, but Dana Oaks wants to adhere as close as she can to the

    letter o the law. Shes on a crusade to clean up Seattle as best as she can,and she wants to make sure that the criminals she brings in cannot slipthrough any legal loopholes.

    She also wants to avoid letting her crusade turn Seattle into eithera warzone or a three-ring circus. Shes willing to bend the law a littlebit, granting the runners temporary Bounty Hunter licenses or jobs sheneeds done that Knight Errant cant accomplish on their own, but sheears i she just starts issuing open bounties on her targets that it will justcause additional problems and conusion. Posting bounties will simplytip off the criminals shes going afer, and having a horde o trigger-happybounty hunters roaming the streets will just get innocent people hurt.

    I the runners have osh or Oaks as contacts, or have met eitherduring a previous Missions adventure, then the runners are getting

    hired because theyre a known quantity. Otherwise, osh will men-tion that he got their number rom a fixer who recommended them asdependable and discreet.

    Arriving at the Meet

    Te ratboys outside o Renos are Combat Biker ans and posers.Teyre a little bit drunk and showing off or their girlriends. At theslightest sign o real trouble, they run off.

    osh waves the runners over and has them join him. osh seemsirritable as the runners approach, and he avoids small talk and jumpsimmediately into business. He invites the runners into to a virtualmeeting through augmented reality with his boss, Assistant DistrictAttorney Dana Oaks. Any runners without at least goggles or glasses

    capable o viewing AR are lef out o the meeting, as osh simplyassumes that every runner would have AR access.

    When the runners don their goggles, they see the virtual represen-tation o Dana Oaks standing next to osh. Her virtual avatar resem-bles the real Dana Oaks. Once all o the runners that can have joined

    the virtual meeting, osh nods to Dana Oaks avatar signaling her tobegin the meeting. She looks around at each o the runners, sizing up

    their virtual selves. Ask the players to describe their AR avatars, i theyhave one. Dana Oaks is not that confident about her decision to workaround established law enorcement, working with criminals to catch

    what she eels are worse criminals. I any o the runners have really

    RENOS

    Battery Street & Fourth Avenue

    This bar and grill features a variety of combat biker memorabilia and serves a mix of Sioux,Pueblo, and Aztec-Mex cuisine at reasonable prices. Owner Reno Pyatt is a former combat biker.

    > Hes also a long-time fixer in the Seattle shadows, and has managed to remain so through

    a sharp ability to judge who has what it takes to do the job, and a willingness to walk

    away from runsand runnersthat dont feel right to him. Hell deal fairly with you, but he

    expects good work for his money, and the same loyalty in return.

    > Pistons

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    7/377SCENE 2: MEET THE PRESS

    outlandish avatars (or ones that simply reflect an outlandish meatbodylook), she eels much less confident about this, though she will pushon regardless.

    I dislike turning to those outside o the law she says afer a briepause. However, I find mysel yet again needing the services o yourkind. Crime in the Downtown district has risen considerably over thelast six months. Te so-called empo Wars that plagued our city shookup the crime syndicates, and a number o new players have risen into

    power. One o those has been brutally seizing as much power as pos-sible. Prostitution rings and a massive increase in the number o drugsand dealers coming into Downtown are bad enough, but the violencebetween the various syndicates and gangs has skyrocketed in the lasttwo months as a new player has attempted to wrest control rom rivals.Tere have been at least twenty casualties so ar, members o the riad,the Yakuza, and the Seoulpa Rings. Unortunately, this violence hasntbeen confined to the underworld. Tere have been more than double

    that number in innocent deaths.Last month, two members o Detective Athacks Special Crimes

    ask Force attempted to infiltrate the organization o a man knownonly as Junior. We ound one o these men shot execution style twoweeks later. Te other has missed his last three scheduled check-ins,

    and we assume hes dead as well. Whoever this man is, hes smart andwell connected. So we need to turn to someone outside the chain ocommand. Needless to say, none o us are happy about this move.

    For this job, Dana Oaks is issuing temporary Bounty HunterLicenses to any runner that doesnt have one. Tese expire at the end oone week. Tat is how long the runners have to find Junior, find prooo his identity, and bring him in alive. She is willing to offer a bounty

    on Junior equal to 7,000 per runner. She is willing to negotiate, and

    is willing to increase the bounty by 500 per net success on a negotia-tion test, to a max o 6 hits. However, she cautions the runners thatthere are to be no civilian casualties, and that she wants Junior alive orprosecution and to get inormation rom. Te bounty only pays hali hes killed, and their bounty licenses will be cancelled immediately

    i they are responsible or injuring or killing any civilians. She log s offonce negotiations have ended, leaving the runners to discuss thingsurther with osh.

    osh is angry about the situation. Junior has rustrated KnightErrants efforts to find out his identity, plus killed two o his bestundercover agents. Unortunately, he has very little inormation to goon, which is why hes being orced to turn to the runners to stop thebloodshed.

    He knows that Junior is reported to hang out in several bars,doing business there covertly. Tese bars have all been under constantsurveillance, and while they suspect he was inside doing business,theyve never been able to get eyes on him, or catch him entering orleaving the places o business. Te only other solid act they have isthat Junior is not human. Hes a metahuman, and strongly suspectedto be an ork.

    osh can give the runners a list o several drug dens and unli-

    censed brothels that are reported to be run by Junior as a starting point.

    DEBUGGINGTe only thing that can really go wrong here is i the runners

    respond to the ratboys with violence, and reuse to let them run off,or i they reuse to take the run. I they seriously injure or kill any o the

    ratboys, Knight Errant will be orced to respond, and osh will notdeal with them. I they reuse the run itsel, then the adventure is over.

    I the runners push osh or the names o the bars under surveil-

    lance, he is reluctant to provide that inormation yet as he is worriedthat the runners may interere with the surveillance operations alreadyunderway. He explains that he wants them to check out the addresses

    hes provided because they are location that they werent able to checkout yet and eels they provide the best leads. I there is no time limiton the game, the addresses KE have staked out are dead ends, but the

    runners can investigate anyway. Te locations include Club Penumbraon 5thAvenue and Yesler Way, Te Sports Bar on University Street anderry Avenue, and You Should Not Eat So Much! on Pier 60.

    SCENE 2: MEET THE PRESSSCAN THIS

    Te runners get contacted by both Athena atopoulos and JoeMartin, members o Seattles press corps. Teyre both looking or ascoop on whats going on, and hoping the runners can provide themwith one.

    TELL IT TO THEM STRAIGHTStepping out o Renos into the moist, cold Seattle air, you are

    considering your next move when a man stumbles out o Renos, bump-

    ing into you. Hes disheveled and smells like a distillery, but then hisdrunken ace clears or a second and he winks at you with his piercingblue eyes.

    Excuse me, I just need a moment o your time. He says in arich, deep voice that belies his drunken appearance. You probablyrecognize me. Joe Martin, NewsNE. Ill be happy to s ign autographslater i you like. For now, I have a business proposition or you.

    FRATBOY BIKERS (PROFESSIONAL RATING 0)

    B A R S C I L W Ess Init IP Arm CM4 3 5 3 3 3 2 3 6 8 1 5/9 10

    Dice Pools: Athletics Group 6, Dodge 5, Intimidation 7, Pilot Groundcraft (Motorcycle) 9 (11)Unarmed Combat 6

    Gear: Racing Bike Leather, Helmet, Commlink (DR 3), Suzuki Mirage racing bikes

  • 7/26/2019 SRM04-01 Hiding in the Dark

    8/378 SCENE 3: INTO THE LIONS DEN

    Unless I was mistaken, and I rarely am, that was DetectiveTeodore osh Athack, head o the Knight Errant Special Crimesask Force that you were meeting with. Joe says with a gleaming mil-lion dollar smile. And according to my sources, you were probably also

    meeting with our newest and brightest D.A., Miss Dana Oaks. No, no,thats ok, dont bother denying it. Just hear me out.

    Im the ace o news here in Seattle. My news reports are seen byover two million viewers locally, and by a hundred times that number

    across the globe. My job is to get the news to the people. I know Oakshas been recruiting deniable assets, as the corps like to call individualsin your line o work, to collect these so-called bounties shes settingon members o the organized crime rings. Ive been ollowing this asclose as I can, but since you seem to be on the inside now, Id like topropose a partnership. Im looking or confidential sources to provideme details o whats going on. Ill keep your names and aces out o it,

    but i you can provide me with as much inormation as possible, names,

    dates, locations, video, whatever you can, I can return the avor. I havea lot o contacts and keep my ear to the ground or juicy inormation.Or, maybe I can find other ways to repay you. Tink it over. Heres mynumber, call me i you want to do business.

    As Martin finishes his sales pitch, your commlink chirps, letting

    you know you have a message. You sure seem popular tonight.

    BEHIND THE SCENESAny runner that is native to Seattle or has been living here or

    at least a short while will be amiliar with Joe Martin, reporter orNewsNE. Hes charismatic and the ace o the Network. Hes as slickand smooth as a eflon-coated armor-piercing bullet. He is, however,

    sincere. Hes interested in getting an exclusive rom the runners.He makes the initial offer, hoping to get the inormation or ree.

    Hes more than willing to exchange inormation with the runners, andhe can be a good source or rumors and news reports. However, i therunners insist, hes willing to offer up cash. He will offer the runners

    each a 1,000 retainer i they insist on a monetary reward. His offerhowever is a flat rate and non-negotiable. I runners push things he tellsthem that hes a good riend to have, and a good source o inormation.I they scratch his back, he can scratch theirs down the line. Hes also

    being honest in that he wont reveal his sources, so the runners will beedited out o any video or audio ootage they send him, and hell keeptheir names out o any other reports.

    he comm message that the runners get is rom Athenaatopoulos. Her antique cartoon microphone icon appears on themessage, speaking to the runners.

    Greetings. Right now, Im sure that Joe Martin is giving you apretty little speech about how hes the number one news anchor, and

    how hes the ace o the people and all that. Blah blah blah. Hes ablowhard whos only interested in increasing his ratings. His sales pitchis as ake as his tan.

    However, he has one thing right. Tis business with A.D.A. Oaks

    is news. Its nice to know that someone in the government is takinginitiative. My offer is the same as Joes certainly was. 1,000 to act as asource and provide me with as much inormation as possible. In return,Im a good riend to have, with eyes and ears everywhere.

    Who am I? Im sorry, where are my manners. My name isAthena. Athena atopoulos. Im the Editor-in-Chie at KSAF. Whenyoure done with this business, i you decide to work with me, drop mea line. You can reach me at LG (2176)-12689. And dont worry, allinormation given to us is strictly confidential.

    Joe has an inormant at the D.A.s office who inormed him othis meeting, which is how he knew to wait here and see who therunners were meeting with, and has inormants working inside KSAF.Athena is an expert hacker, and keeps tabs on Knight Errant, the D.A.soffice, and Joe Martin as well. Te two have been dueling over stories

    in Seattle or a while now, and keep a close eye on each other. I therunners contact either party, the other will know almost immediately.

    DEBUGGINGTis scene simply sets up the secondary players in the Buried

    Undergroundplotline. Te offer is to each individual runner, andthey are each ree to choose whichever contact they want to work with.

    However, they can only choose one at the end o the adventure, so itsnot possible to sell out to both.Both are sincere and on the up and up, so the runners dont have

    to worry about getting sold out by them.

    SCENE 3: INTO THE LIONS DENSCAN THIS

    osh has given the runners a list with five addresses on it, all in thenorthern part o the Downtown district. Te first two locations the

    runners visit are dead ends. Te third location that the runners visityields results, and can point the runners at two bars that Junior uses asa base o operations in Downtown.

    TELL IT TO THEM STRAIGHTWhen the runners investigate location 1, read this:

    Te first location is ound in the basement o a small business

    named Mikes Deli. Te deli is a small one-man operation in a rundown section o Downtown. As you walk into the ront door, an el

    with long stringy hair is standing behind the counter slicing some ham

    or a little old lady. Looking you over, he simply nods toward a door inthe back o the deli.

    Te door leads to a basement level o the building, down a

    narrow, dimly lit flight o stairs. Reaching the bottom, the air iswarm, humid, and carries on it the heavy scent o body sweat andthe musk o sex, almost overpowering you. A narrow corridor isflanked by a number o open doorways on either side. Te roomsall have simple sliding curtains rather than doors; several are closed,and you can hear the grunts and noises o sex coming rom them.Others stand open, and dirty, grubby, unkempt girls in various stateso undress sit on the beds in the tiny rooms, staring blankly andunblinking out the door. In ront o each doorway, a small AR display

    lists a number o programmable personalities you can choose romor the girls, ranging rom timid housewie to dominatrix.

    At the end o the hall is a heavy wooden door.

  • 7/26/2019 SRM04-01 Hiding in the Dark

    9/379SCENE 3: INTO THE LIONS DEN

    When the runners investigate location 2:

    he second location is a battered, ancient apartment build-ing that looks like it survived World War I, II, and III. None o thewindows have any glass lef in them, sections o the upper floors have

    allen away, and the building looks like it should have been torn downlong ago. Both physical and AR signs read Keep out and Buildingcondemned. A ew bleak, dirty aces peer out at you as you look the

    building over: the current residents o the building.

    When the runners investigate location 3:

    Te third location is a rundown brownstone apartment near the

    waterront. A row o large motorcycles are parked off to one side, andtwo large trolls are sitting on the stoop watching traffic go by. Teirleather jackets show the prominent el head with a large railroad spikethrough it that is the logo o the Spikes, the troll go-gang.

    BEHIND THE SCENESTe runners have a list o five locations that Junior is suspected

    to have operations running out o, mainly suspected drug dens andbrothels. Te order the runners visit them in doesnt really matter, therunners wont see results until the third location. Te purpose o visit-ing these locations is to see some o the negative effects that Junior ishaving on the community, and the criminal dealings hes involved with.

    Location 1:

    Te first location is a brothel, a low-rent bunraku parlor. Locatedin the basement o a deli, this parlor is little more than a long hallway

    with twenty tiny rooms off o it, barely big enough or a bed. Te smello sex and unwashed bodies is almost overwhelming. Several o therooms are in use, but most have girls just sitting in them motionless,staring blankly into space waiting to be programmed. Te girls might

    be pretty is they werent so dirty and used looking.

    Tere are little in the way o guards or protection or this opera-tion. Te main clientele or this fine establishment are poor chipheadsand addicts, and the girls are rented out or 20 or 30 minutes, witha selection o 10 personalities you can choose rom. AR eeds outside

    each room allow customers to select their preerred personality and pay

    or their time, all completely automated.At the end o the hall is a large, heavy steel door. When the run-

    ners approach it, they can hear aint, muffled screams coming romthe other side. Tis is the operating room, where girls brought in areimplanted with the control shunts and chips that turn the girls intoliving dolls. It, and the entire bunraku operation, is run by a DoctorChristopher ojiro, an underground street doc who started experi-menting with cybertech afer ail ing out o medical school.

    ojiro is in here currently with two thugs standing over a young

    girl no more than 12 or 13 years old. Shes strapped to a table with herback cut open exposing her spinal cord as ojiro is implanting someo his control chips into her. Neither he nor the thugs are prepared todeal with shadowrunners. Te thugs mainly deal with unruly custom-ers who beat up on the girls too much and grab new girls on occasion.

    ojiro will willingly tell the runners what he knows, which is verylittle, in exchange or letting him go. He will also crack airly quicklyi threatened with physical violence (or actually physically injured).He started his operation a year ago on his own, ascinated with somepersonality control technology hed read about. Te bunraku businesswas merely a means to finance his experiments. Ten several months

    ago he was approached by someone representing Junior, who offered toinvest in his business in exchange or a cut. ojiro was able to expandrom two girls to twenty, so it was well worth the partnership. Hesnever met Junior though, only some mooks working or him who show

    up once a month to collect their share o the profits.Tere is little the runners can do here beyond alerting osh and

    Knight Errant. Te girl on the table, a runaway named Alice, is halwaythrough the implantation procedure, and will die unless ojiro finishes

    quickly. He doesnt know o any way to undo the procedure saely,though trained cyber-doctors can reverse it.

    Location 2:

    Te second location is a mostly abandoned BL den. Its an aban-doned apartment building whose ownership is in legal limbo thanksto the crash o 65. A large number o SINless squatters have taken upresidence in it, and until recently it was used as a major BL dealerhub. Te dealers moved on several days ago though.

    With a little persuasion and some nuyen (He wants 20, butwill take 10), one o the squatters who goes by the colorul name oDrekhead tell the runners that there were a lot o chipheads who usedto crash here, and there were a bunch o dealers that used to come by allthe time. I never touch that drek mesel, yknow? Fries your brain, andlets Deus getcha! About a week ago they all cleared out though afer a

    couple o them got in a fight and shot one o the dealers. Ghouls cameand took the body. Space ghouls! But I ound something, I did. Its ashiny, a very lucky shiny. I might sell it, but it wont be cheap!

    One o the Knight Errant SCF officers tried going undercoverwith the local BL dealers to try to get a lead on Junior. Drekheadwitnessed his murder when the other dealers ound out he was a cop.

    anamous came and claimed the body, but not beore Drekheadsearched the body. He ound a commlink, which he sold or booze,but he still has Detective Steven Bighams badge. Drekhead demands1,000 or the badge, but i the runners reuse to pay that, hell askor 900, then 800, and eventually hell sell it or as l ittle as 50, but hewont go lower than that.

    DR. CHRISTOPHER TOJIRO

    B A R S C I L W Edg Ess Init IP Arm CM3 5 3 2 5 4 6 5 4 6 7 1 0/0 10

    Dice Pools: Chemistry 9, Computer 10, Cybertechnology (Headware) 11 (13), First Aid 10,

    Medicine (Implant Surgery) 11 (13), Software (Personality Chips) 10 (12)

    Gear: Cybertech Surgery Shop, Commlink (DR 5)

    TOJIROS GUARDS (PROFESSIONAL RATING 2)

    B A R S C I L W Ess Init IP Arm CM5 4 4 (6) 4 2 3 2 3 2 7 (9) 3 8/6 11

    Dice Pools: Athletics Skill Group 6, Clubs 8, Dodge 6, Perception 6, Pistols 10, Unarmed

    Combat 4

    Augmentations: Wired Reflexes 1, Dermal Plate 2

    Gear: Armor vest, AR contacts (thermo, smartlink),

    Weapons: Ares Predator IV [Heavy Pistol, 5P, -1 AP, 0 RC, 15 (c)]

  • 7/26/2019 SRM04-01 Hiding in the Dark

    10/3710 SCENE 3: INTO THE LIONS DEN

    Location 3:

    Te third location that the runners visit is an active drug deninside an old three story brownstone apartment (see Map #1: Te

    Spikes Brownstone) near the northern docks owned and operatedby the Spikes, the largely troll go-gang. Te place is run down, beatup, and exactly what you would expect rom a dive operated by abunch o rough and tumble trolls. All the windows on the first floorare boarded up, as are about one-third o the windows on the secondand third floors. Te rear door is boarded up and reinorced (ArmorRating 8, Structure Rating 9). Tree Harley Scorpions and twovintage Honda Vikings are out ront, all sized or rolls. One o theVikings has a sidecar attached.

    wo Spikes lounge on the ront steps leading into theBrownstone. Teyll stop any runners approaching the building andask their business. A Negotiate (2) est and a cover charge o 50each will get the runners inside to see Little Bill, the Spikes lieuten-

    ant running this drug den.Inside on the first floor there are our trolls and a dwar sprawledout on the couches smoking something pungent and aromatic. Tedwar is Little Bill. He eyes the runners warily as they enter, then asksWhatchoo want? You dont look like our usual clientele. Little Billis smart and crafy, and hell avoid a fight i possible, and make a ewbucks on the side. Unless the players are belligerent or pick a fight,Little Bill is cautious but will deal with them, or a little cash (1000,though hell knock it down 100 per net success on a negotiate test,to a minimum o 500).

    Te Spikes were contacted by Junior about three monthsago. Tey were offered a good deal : Junior supplies the drugs; the

    Spikes sell them and get a generous cut. Usually one o Juniors mendelivers the latest shipment to the brownstone, but Bill has made apickup rom Junior a couple o times. Hes never seen him directly,but hes sure the man was there. Te first time was at the GravityBar on Stewart and First Ave, the second was just down the streetat Murphys Law, at the corner o Cedar St. and Western Ave. Bothtimes Junior stayed out o sight and dealt through one o his thugs,most o which were chromed up orks.

    Tere is a sizable stash o drugs on the first floor, with morehidden on the second (Perception (4) to find the stash hidden in aconcealed wall panel), including BLs, Betameth, Bliss, Novacoke,empo, and even a little Kamikaze. In total there are about 5,000worth o drugs on the property. On the second floor are two moretrolls, a third is sleeping on the third floor, and a troll wol shaman ismeditating on the ourth. I any trouble starts, they will grab weaponsand head down to help out.

    PUSHING THE ENVELOPEWhile the Spikes are the key to finding Juniors personal hang-

    outs, they do not have to be the third location the runners visit.Gamemasters can bump them to the ourth or even fifh location onthe list, letting the runners visit more locations like the others. Onelocation might be a dive bar with an underground poker scene, while

    the other is another drug den that also sel ls weapons, guarded by moreSpikes. Gamemasters can also have the Spikes be more aggressive and

    less willing to give up ino on Junior, leading to more direct conflict.

  • 7/26/2019 SRM04-01 Hiding in the Dark

    11/3711SCENE 3: INTO THE LIONS DEN

    DEBUGGINGTis scene is mostly a chance or players to roleplay a little and

    chase down a lead. Gamemasters should not linger overly long on anyone location. Murphys Law is much closer than the Gravity Bar, sogamemasters should attempt to unnel players there first or Scene 4:

    Murphys Massacrebeore moving on to Scene 5: Defying Gravityso that the runners can see the effect that Juniors gang war is having.

    I the runners start a fight and kill Little Bill and his men beoregetting any inormation, they may end up a little stymied. osh can callthe runners and ask them to come down to Murphys Law or Scene 4:Murphys Massacre, and give them the lead to check out the Gravity

    Bar there.

    THE SPIKES

    Turf: Tacoma, I-5 south of Downtown

    Colors: Brown and GoldThe second largest go-gang in Seattle, the Spikes fought an ongoing war with the Ancie

    for the top spot for years, so long that their tag was an elfs severed head with a spike throu

    it. Their leader, a psychotic troll who called himself Lord Torgo, hated elves obsessively.

    But times and things change; Torgo died in prison last year, and the Spikes have tired

    endlessly losing to the Ancients. They havent so much made peace as decided to focus on ot

    things, including making some cred to take care of those fancy bikes and to party when theynot bashing heads in (although with the Spikes thats often the same thing). Where the Ancie

    are fiercely independent and arrogant as only elves can be, the Spikes are eager to work for a

    syndicate in Seattle that wants them and is willing to pay.

    LITTLE BILLLittle Bill is a crafty dwarf who has had to play dirty and mean to get ahead in a gang

    populated heavily by trolls. It also helps to know when to duck. If combat is initiated, Bill

    will dive for cover, actively dodging for his first two initiative passes and spending Edge

    to avoid damage when necessary, and then take his dose of Kamikaze before coming outguns blazing. If the fight is going ver y badly, he will throw his smoke grenades and flee .

    B A R S C I L W Ess Edg Init IP Arm CM6 4 5 (7) 6 5 4 4 6 1.75 5 9 (11) 1 (3) 10/8 11

    Dice Pools: Athletics Skill Group 7, Blades (Cyber-Implant Blades) 9 (11), Dodge (Ranged

    Combat) 9 (11), Negotiation 8, Perception 8, Pistols (Semi-Automatics) 10 (12), Unarmed

    Combat 7

    Augmentations: Dermal Plating 2, Wired Reflexes 2, hand razors, 2 smoke grenades

    Gear: Armor jacket, AR contact lenses (w/ lowlight, smartlink, and vision enhancement

    3), commlink (DR 5), Kamikaze (grants +1 Body, +1 Agility, +2 Strength, +1 Willpower, +1

    Initiative Pass, High Pain Tolerance 3)

    Weapons: Ares Predator IV [Heavy Pistol, 5P, -5 AP, 0 RC, 15 (c), APDS rounds, 2 spareclips, skinlink], hand razors [Blade, 4P, 0 AP, 0 Reach]

    SPIKES (PROFESSIONAL RATING 3)Each Spike has either a Defiance shotgun or a Colt Manhunter on them or within reach. If

    combat is initiated, they will all dive for cover and take their hit of Kamikaze as their first

    action. There are also numerous baseball bats and other objects that can be used as clubs.

    B A R S C I L W Ess Init IP Arm CM9 4 4 8 2 2 2 3 6 6 1 7/5 13

    Dice Pools: Unarmed 9, Dodge 7, Clubs 7, Long Arms (Shotguns) 7 (9), Pistols 7,Throwing Weapons 5, Perception 4

    Gear: Armor vest (with elf-head logo from the Spikes on the back), 1 dose of Kamikaze

    (grants +1 Body, +1 Agility, +2 Strength, +1 Willpower, +1 Initiative Pass, High Pain

    Tolerance 3), commlink (DR 3)

    Weapons: Baseball bat [club, 5P, 2 reach, 0 AP], Defiance T-250 [shotgun, 7P, -1 AP, 0

    RC, 5(m), laser site], Colt Manhunter [heavy pistol, 5P, -1 AP, 0 RC, 16 (c), laser sight,

    1 extra clip]

    SPIKE WOLF SHAMAN

    B A R S C I L W Ess M Init IP Arm CM6 3 4 (5) 6 5 5 2 5 6 5 9 (10) 1 (2) 8/6 11

    Dice Pools: Assensing 9, Conjuring 9, Dodge 7, Perception 8, Spellcasting (Combat Spel

    10 (12), Unarmed 7

    Gear: Sustaining Focus 2 (silver wolfs head pendant, sustaining Increase Reflexes Forc

    2 with 2 hits), commlink (DR 3), armor jacket, 1 dose of Kamikaze (grants +1 Body, +1

    Agility, +2 Strength, +1 Willpower, +1 Initiative Pass, High Pain Tolerance 3)

    Spells: Armor, Fireball, Heal, Increase Reflexes, Lightning Bolt, Manaball, Stunball,

    Stunbolt, Trid Phantasm

    HONDA VIKING 2055This over-sized motorcycle features a heavily reinforced frame and was marketed towa

    trolls during the 2050s and 60s.

    HANDL ACCEL SPEED PILOT BODY ARM SENS +1 10/30 120 1 12 6 1

    Upgrades: Obsolescence (This vehicle uses an older generation of software, rendering iDevice Rating 1 lower than a similar modern item)

  • 7/26/2019 SRM04-01 Hiding in the Dark

    12/3712 SCENE 4: MURPHYS MASSACRE

    SCENE 4: MURPHYS MASSACRESCAN THIS

    Te runners next stop is a bar called Murphys Law. However,

    someone beat them to it, and the place has become a battlefield. Bodiesare strewn about, and Knight Errant has just arrived on the scene. TeYakuza arent too happy with Junior taking over Downtown, anddecided to retaliate.

    TELL IT TO THEM STRAIGHTTe usual light drizzle o rain is alling as you round the corner

    o Western Avenue, where you see a simple neon sign that readsMurphys Law. However, the light o the sign is drowned out bydozens o flashing red and blue lights. Hal a dozen Knight ErrantPatrol-1s are parked in ront o the bar, and wounded bodies are beingloaded into several DocWagon ambulances. Bodies lay strewn on theground, and the ront o the bar is riddled with bullet holes.

    owering over everyone is the imposing figure o Detective oshAthack as he shouts orders to the Knight Errant officers rushingaround the scene. Yet again Downtown Seattle lives up to its nicknameo Downtown Militarized Zone.

    BEHIND THE SCENESJunior has been making great inroads into the Downtown crime

    markets and hes been doing so mainly at the expense o the Yakuza.Tis has sparked something o a Syndicate War downtown, thoughuntil tonight it had been mostly skirmishes. Te Shotozumi-Gumigot a tip that Murphys Law was one o Juniors regular hangouts,and the yakuza moved in. Juniors men spotted a gun on one o theYaks, panicked, and started shooting. Tis led to open warare on

    the streets.osh is just starting to put the pieces together rom video surveil-

    lance (which he will let the runners look over) and eyewitness accountsrom the ew survivors o the massacre. He is urious over this, becausenot only are eight members o the Finnegan amily and nine memberso the Shotozumi-Gumi dead, but there were over two dozen casualtiesto bystanders, fifeen o those atalities.

    osh stomps over to a g urney and pulls back a sheet to reveal theace o a seven-year-old el girl, the side o her ace bloody and caved in.He points across the street to where a GMC Commodore crashed into

    the side o an office building. She and her mother were coming homerom a shopping trip. Mom took a stay bullet to the side o the head,and the girl hit the side o the car, obliterating her skull. He punchesthe side o an ambulance hard enough to leave a huge dent. One o theDocWagon paramedics a lmost says something, looks up at the troll,and thinks better o it.

    Te runners can attempt to interview the survivors, but none othe bar staff survived, and any surviving syndicate members took offbeore KE arrived on the scene. Other than details o the shootout,the runners wont be able to get any urther inormation here. osh will

    reiterate the runners mission once again, telling them that he wantsJunior, badly.

    Gamemasters should play up the violence and horror o the scene.

    Blood and bodies are everywhere, many o them innocent bystandersand patrons o Murphys Law.

    Te bar itsel is a simple Irish Pub. A long bar, a ew booths, and

    a couple pool tables in the back. Te basement has the cooler or beer,and several poker tables. Tere is a trap door hidden under one o theshelving units in the cooler (a Perception (5) est is needed to find this,

    but only i the players are actively searching the basement) that leadsinto the Ork Underground, coming out near Pirates Cove.

    I runners attempt to scan the bars Matrix node, they find thatits been wiped clean. Whether it was by the Yaks when they attacked,or by the owners o the bar making sure that any illegal dealings were

    erased, its impossible to say.

    DEBUGGINGNot much can really go wrong in this scene, shy o the runnerscausing trouble and picking a fight with Knight Errant. Tere areover two dozen cops on the scene, with at least two orensic mages.DocWagon will have several armed guards with them as well. Runnersstarting a fight arent likely to last long, and osh isnt in the mood to

    get them out o trouble here.Should the runners find the trap door and decide to head into the

    Ork Underground instead o heading over to the Gravity Bar, let themstumble around or a short while. I theyve been down here beore,they arent ar rom Pirates Cove, the little smuggler dockside village in

    an underground grotto. I the runners start asking around about Junior,

    theyll eventually be approached by an ork who tells them Mr. orinni

    would like to speak with you. He has inormation that may help youfind the man youre looking or. Go to Scene 6: Meeting Mr. orinni.

    MURPHY S LAW

    Cedar Street & Western Avenue

    There are not many occasions when it is worth braving a seedy atmosphere just for the

    food, but Murphys Law is one of them because they serve some of the best pizza in the metro-

    plex. Still, with the dim, smoky haze, smell of stale beer, and run-down environment, take-out

    remains your best option.

    >Unless, of course, youre looking to get in on one of the floating card games going on in

    Murphys basement, which attract some pretty high-rollers.

    > Traveler Jones

  • 7/26/2019 SRM04-01 Hiding in the Dark

    13/3713SCENE 5: DEFYING GRAVITY

    SCENE 5: DEFYING GRAVITYSCAN THIS

    Te runners have spent a little time chasing down leads, and

    theyre about to finally pan out. Te Gravity Bar has an entrance intothe Ork Underground, and with a little pressure or other orms opersuasion, the runners can find out that Junior uses that entrance on

    a regular basis to conduct business.

    TELL IT TO THEM STRAIGHTTe Gravity Bar on Stewart and First is an upscale martini bar

    popular with the younger crowd looking to hook up with a hotdate. Teres not much o a crowd tonight and no line to get in. Aew people are standing around outside the bar, dressed in the latestcasual date scene ashions, some watching to see who goes in and out,others just chatting and getting some resh air. At the door a burly orkbouncer in a suit and mirrorshades only gives you a cursory scan beore

    letting you pass.Inside, the lighting is low and the sound o SynthJazz can be heard

    over the din o the patrons. Te Gravity Bar is a bilevel bar, very wellurnished in dark, rich wood and colors. A deep green carpet coversmost o the floor, and a dark, mahogany bar runs the length o the westwall. Stairs lead up to a second level, a mezzanine with cozy couchesand plush chairs in haphazard groups around small, low tables to allowor groups to relax and talk.

    BEHIND THE SCENESTe Gravity Bar is a higher class establishment that caters to the

    young and pretty looking or a date. In recent months its also becomea requent spot or Johnny Junior orinni to conduct business meet-

    ings. Owner Gary McCain is extremely unhappy over this turn oevents, but hes not really in a position to do anything about it, andthe money Junior slips his way to use the bar has been enough to keephis silence.

    Te bouncer outside has a Rating 3 handheld MAD scanner thathe runs over the players. Te Gravity Bar doesnt ofen attract trouble,and Juniors men and his business partners occasionally pack heat,so unless the runners are obnoxious, threatening, or packing obvioushardware or the scanner picks up some serious military grade weapons(such as grenades), he simply passes them through. Anything else and

    he reuses them entry, requiring them to stow it in their vehicle orsomewhere else.

    When the runners walk into the bar, most o the patrons pay them

    no mind, though i any are well dressed and good looking, some othe men and women here looking or a date may buy them a drink,send their PAN a message with their phone number, etc. Anyonewhos scruffy, unkempt, or looks too street is ignored, though anyonereally outlandish and outrageous looking may attract some attentionjust because they are unique looking. Tere are three bartenders, sixwaitresses, and around thirty patrons out or a good time, besidesJuniors men.

    A ew people do pay close attention to the runners. By this point,word has come down that someones looking or Junior with somebasic descriptions o the runners. Tere is a group o our low-ranking

    amily members sitting at a booth near the dance floor, and they dis-creetly watch the runners afer they enter (Perception (4) to noticethis). wo more o Juniors boys are sitting at one o the tables in themain floor o the bar, and our more are upstairs in the mezzanine area.

    While the Gravity Bar itsel has minimal security, there is aKnight Errant precinct just two blocks away with a two minuteresponse time. However, Junior has beeed up security a little bit.

    Besides the mafia goons that parade in and out, there is also a Familymage on contract who keeps a pair o Force 5 spirits o man guardingthe place.

    Tere are several tacks that runners can take to get the inorma-tion they need. At this point, its likely that the runners have not con-nected Junior with the Ork Underground, and may not even know orsure that hes an ork. Tese two acts, and the entrance to the OU are

    the big clues that the runners can find here.

    1. Hacking the Gravity Bar

    Te simplest would be to hack the Gravity Bars matrix node.Gary McCain has been documenting everything going on with Juniorso that i Knight Errant raids him or catches Junior, he can use that

    inormation to cut a deal and get out o any trouble he might endup in because the mobster has been using his bar to work out o. Ahidden file documents the bribes and the threats that Junior has g ivenMcCain. Tere is also video ootage that shows Junior coming up romthe electrical room in the basement, and then going back in afer hisbusiness is done. Hes never seen actually leaving the building by anyo the main entrances. Junior also has a Physical Masking spell in place,cast by the same mage that binds the spirits o man that guard the bar.He appears to be a Hispanic ork in the video files.

    Legwork about the bar itsel should turn up rumors o the OrkUnderground entrance. Te runners will need to tip (i.e., bribe) the

    THE GRAVITY BAR

    Stewart Street & First Avenue

    This Manhattan-style singles bar is known for its stylish decor and somewhat expens

    cocktails, and is a popular nightspot for locals and visitors alike. Try one of the bars bro

    selection of specialty martinis.

    > A transparent effort to recreate the New York martini bar in Seattle, this place is still popu

    with suits and straight-citizens looking to blow off some steam (and maybe find a n

    friend for the night). That makes it a suitable hunting ground for anyone looking to p

    upon the aforementioned shaikujin.

    > Khan-A-Saur

    >Theres an entrance to the Ork Underground in the buildings basement. It was put in

    anow closedillegal chop-shop next door, and its now covered with a locked hatch, b

    Gary McCain, who manages the Gravity Bar, has a key, and so too might a few others. Pl

    who here hasnt had to bypass a lock or two to get where you need to go?

    > Mika

  • 7/26/2019 SRM04-01 Hiding in the Dark

    14/3714 SCENE 5: DEFYING GRAVITY

    bartender to let them use the basement entrance. It takes a Negotiate

    (2) est to get the bartender to admit that it exists, at which point helltell the runners the standard ee is 100 per person to use it.

    2. Ask the Bartender

    alking to the hired help can also work. Junior and his men arealways polite and always tip well, but they also kind o scare the wait-

    resses and bartenders a little. Its not talked about, but they all knowthat Junior and his boys are mobsters, so the help does its best to g ivethem top-flight service, and then stay out o the way. Tey will notmake eye contact with or specifically point out any o Juniors meninside the bar when the runners talk to them, but i pressed or bribed,will make oblique reerences to them and how many there are.

    Te wait staff has only ever seen Junior when he was under thePhysical Masking spell, so they will describe Junior as a large Hispanicork who likes imported German beers. He doesnt say much, onlycomes up or short periods o time, conducts quiet meetings in theback booths or upstairs in the mezzanine, and then leaves again.

    It will take substantial tips to get the bars staff to open up, asthey really do ear Juniors men. Each piece o inormation requires adifferent Negotiate est (the various help will only talk to the runnersor so long beore they get nervous and have to get back to work, so

    they can only get one thing rom each one). I the runners do not havea ace, or ail a negotiate test, they can buy additional hits or 100

    each. Tey get the inormation in the ollowing order: Negotiate (3) est and 200 to get one o the staff to admit that

    there are Mafia members that requent the bar. Negotiate (3) and 500 to admit that Junior requents the bar. Negotiate (2) and 200 to admit that Junior doesnt use the main

    entrance, but instead uses the secret entrance to the OU. Negotiate (3) and 300 to allude to which o the patrons in the

    bar are Juniors men (can get this at any point afer the firstNegotiate est).

    Once they have the inormation they need, they can purchase pas-

    sage through the OU entrance or 100 per person. Juniors men havegotten suspicious by this point and have called in to their boss. Juniortells his men to stand down though, and to leave the runners be, that hell

    handle things once theyre in the Underground. O course, i the runnersattack the Mafia goons afer that, they will deend themselves.

    3. Ask the Mob

    Its likely that the runners will end up finding out about JuniorsMafia thugs at some point. Tey might notice the goons watch-ing them when they first enter, they may find out about them romthe wait staff, or they may simply recognize them on a KnowledgeSeattle Mafia (2) est. As the runners are poking around, word comesdown rom Junior to let the runners pass. So i the runners decideto approach the mooks in the bar, they back down and even tell therunners that Junior is in the Ork Underground, though they dontmention the Underground entrance in the Gravity Bar.

    Te mooks will not make this easy though, as they threaten, pos-ture, and try to intimidate the runners. Eventually, they tell the runnersthat Junior is waiting or them, that he knows theyre coming, and thattheyre dead as soon as they step oot down there. Tey wont give therunners any more inormation than that, and indeed they dont knowanything else. Tey dont go into the Underground with Junior.

    I the runners become violent and attack them, the mooks willdeend themselves (see Pushing the Envelope).

    Unless theyre particularly bloodthirsty, the runners should beable to get through this scene without combat, and gamemasters work-ing under a time limit should do what they can to avoid putting theplayers into combat, to avoid the game running too long.

    PUSHING THE ENVELOPE

    I the runners initiate combat, or you want to make lie a littlemore difficult or the runners, the Mafia mooks do not hesitate to mixit up. Teyre not particularly ond o anyone nosing about their busi-ness. Teyll unload everything they can, and they arent araid to putinnocents in danger. Several may even grab hostages to use as shields,figuring that the runners are cops. Te two Spirits o Man will jointhe ray, using a combination o Conusion and Fear on the runners.Te bouncer out ront will join the ray, and the bartender will hit thePANICBUON, and Knight Errant will arrive two minutes aferthe combat starts.

    DEBUGGINGTe biggest sticking point here is i the runners do not get the

    inormation they need somehow. I the runners cannot seem to figureout what theyre doing, afer 30 minutes one o the waitresses or bar-

    tenders could start dropping hints that they have inormation that therunners might be interested in, and will sell this ino without the needor Negotiate tests.

    I youre running short on time and the runners are spoiling ora fight, remind them that the place is filled with innocents, and thatDana Oaks wouldnt be happy i any o the patrons or staff were hurt in

    a firefight. I that still doesnt dissuade them, osh Athack and several

    Knight Errant officers can show up right beore the fight starts, ol-lowing up a lead he ound at Murphys Law. Tey will round up theMafia boys or questioning in the shootout that happened at Murphys,leaving the runners ree to continue their search.

    THE GRAVITY BAR MATRIX NODE

    NODE: Location

    Sculpting:The sculpting of this node looks like a 1920s speakeasy during prohibition. TheIC in the node all looks like a Keystone Cop, though not as bumbling or ineffectual.

    Authentication:Node 1: Passcode

    Privileges:Admin

    Attributes:Node 1: Firewall 6, Response 5, Signal 4, System 5

    Spiders: NoneIC:Node 1: Black Hammer Attack IC Rating 5

    Resident Programs:Node 1: Analyze, Browse, Edit (all at rating 5)

    ARC:Node 1: Scramble Attack IC

    Node 1: Alert Knight Errant

    MAFIA MOOKS (PROFESSIONAL RATING 2)

    B A R S C I L W Ess Init IP Arm CM5 4 4 4 2 3 2 2 6 7 1 6/4 11

    Dice Pools: Athletics Skill Group 7, Dodge 8, Perception 7, Pistols 9, Unarmed Combat 7

    Gear: Armor vest, AR contacts (lowlight, vision enhancement 3, thermo, smartlink), Mafia-chic

    suit, commlink (DR 4)

    Weapons: Baretta 200ST [Light Pistol, 6S(e), -half impact AP, 0 RC, 20 (c), Stick-n-Shock

    rounds, 1 extra clip with ADPS rounds, smartlink, can burst fire as a complex action]

  • 7/26/2019 SRM04-01 Hiding in the Dark

    15/3715SCENE 6: MEETING MR. TORINNI

    SCENE 6: MEETING MR. TORINNISCAN THISTe runners make their way to the Underground, and afer pokingaround or a short while they are approached by an invitation to meetJohnny orinni, a local businessman who may be able to provide themwith some inormation.

    TELL IT TO THEM STRAIGHT

    After the runners have been in the Underground for

    an hour or so searching and asking around:

    Its been an hour, and you know exactly as much as when youstarted asking around down here. In the Underground, youre strang-

    ers. Your inquiries have all been met with blank stares, indifferentshrugs, or even outright hostility. Te Ork Underground is a huge,sprawling place filled with dozens o small communities all connectedby a labyrinth o tunnels that even residents whove spent their entire

    lives living down here get lost in.As you look around, considering where to go next and how to

    continue your search, a young ork street urchin runs up to you andtugs on your sleeve.

    Hey, you the guys asking around about Junior? he asks. Great!Ive been looking all over or you! My names Pip. Come with me.

    Johnny orinni wants to see you. He says he can help! Follow me overto the Gold Mine.

    When the runners arrive at the Gold Mine:

    Te Gold Mine is located at the southwest side o the ouristHighway, not too ar rom the Big Rhinos entrance. At first, it lookslike a simple, natural cave entrance wedged in between a boutique shop

    and a booth selling authentic hand-crafed Cascade Ork souvenirs.Te cave is dimly lit and an ancient looking, hand-lettered wooden sign

    that simply reads Gold Mine has been hung above the cave entrance.Several wooden crates and a couple scattered shovels and pickaxes add

    to the illusion that this is the entrance to an 18th

    century mine.Pip waves to the bored looking bouncer outside the club and leads you

    inside the Gold Mine, and afer a short, dark tunnel you emerge into a dim

    but high-tech and well urnished night club. A large bar dominates one endo the club, and a stage or exotic dancers dominates the other. ables andbooths are strategically placed throughout the club, and the low pulse oNeoClassic Rock pulses through the club as an attractive young ork writhesto the music on stage. You catch Pip sneaking peeks at the young woman ashe leads you to a large curved couch at the back. An immaculately dressedmale Italian ork with tanned olive skin sitting on the couch shoos away a pairo well-dressed young ork women as you approach.

    Welcome, welcome my riends. How do you l ike my club?

  • 7/26/2019 SRM04-01 Hiding in the Dark

    16/3716 SCENE 6: MEETING MR. TORINNI

    BEHIND THE SCENESHow the runners get to the Underground doesnt matter in the

    long run. Tey might stumble down here on their own, find the trapdoor at Murphys Law in Scene 4: Murphys Massacreand decideto come exploring, or ollow the clues rom the Gravity Bar in Scene

    5: Defying Gravity, entering rom the secret entrance located there.Tey might come in through the Big Rhino or Lordstrungs into the

    ourist Highway, or possibly come in through another entrance theyvelearned about. Regardless, when they get down here, no one reallyknows anything about Junior. One or two o the residents or touristsmay have heard about a mobster named Junior operating opside, butdown here none o the residents know anything.

    Dont leave the runners twisting in the wind or too long , but letthem ollow their own investigation or a little bit. As always with theOrk Underground non-orks are viewed with great suspicion, and evenorks when accompanied by other metahumans only slightly less so. A

    couple o residents may point the runners in the wrong direction tomess with them. Either way, their search will be somewhat ruitless.Te runners may also be expecting an ambush, but that never happens.Te worst that may happen is getting accosted by the Skraacha, thegang that serves as de acto protectors o the Ork Underground.

    Afer a bit, read the ell It to Tem Straight. Te boy is Pip the

    Ork, a young street boy who earns his living acting as a messenger andtour guide in the Ork Underground. Players may be acquainted withPip rom SRM 04-00 Back in Business, in which case hell recognize

    any runners he interacted with. Check with the players to see how theirencounter with Pip went, as his reaction to them will change depend-

    ing on how they treated him.Pip has been hired by Johnny orinni to lead the runners to his club,

    the Gold Mine. Pip doesnt know anything about Junior, but hes openabout Johnny, telling the runners that orinni is the richest guy in theUnderground! Johnny owns or is an investor in many o the businessesalong the ourist Highway and elsewhere in the Ork Underground. Pipruns errands or him sometimes, and he always tips very well.

    Johnny orinni truly loves the Ork Underground. He owns anumber o businesses in the Underground, is a silent partner in many

    others, and donates a lot o time and money toward helping theUnderground grow and flourish. Since the Great Fire that torched alarge portion o the Underground several months ago hes been almostsingle-handedly financing the reconstruction efforts. His criminalenterprises as Junior are a way to generate additional cash flow, and

    its no coincidence that Juniors activities stepped up right afer the fire.

    orinni has been able to stay one step ahead o Knight Errantthus ar, primarily because the Ork Underground is largely closed offto them. Hes smart enough to realize though that eventually shad-owrunners dedicated to erreting out his identity will manage it. Sohes decided his only course o action is to appeal to the runners senseo decency, and when that doesnt work, try to bribe them. For now,hes going to play it coy, and ask the runners to do a couple o errands

    or him, and in return hell reveal what he knows about Junior. He

    expects all three to be done beore he helps the runners. Hell sendPip along as an escort and to help them find their way around theUnderground.

    Te first errand is a protection detail. orinni owns a construc-tion company called opside Construction located in Snohomish andhas been donating supplies or the ourist Highway rebuilding effort.However, lately hes been having trouble getting supplies shipped down

    here, as gangs keep hitting his convoys. He wants the runners to escortthe next shipment and make sure it arrives in one piece. Tis is thefirst task assigned, as opside Construction has a truck waiting or asecurity escort.

    Once that is done, he asks the runners to make a ew deliveriesor him to Te Narrows, an undeveloped cave network populated

    primarily by the destitute and homeless. His regular delivery guy issick, so hed like the runners to make the drop offs, delivering someood and medicine to some shelters he sponsors, making sure that theyreach them in one piece. Tis is the second task, and he has the oodprepared and the supplies gathered up while the runners are taking care

    o the construction materials.Finally, some merchants in the Goblin Market have been having

    trouble with some o the BotKham, who have been shaking themdown or protection money. Tey collect at about the same timeevery day, and he wants the runners to go encourage them to leave themerchants alone. Te runners need an escort to find the Market, as itsincredibly difficult to find unless you know the Underground reallywell. Tis is the final task, as the BotKham dont usually make their

    rounds or several hours. orinni suggests the runners talk to AndreaRomani, who runs a general goods shop, and Jaws, a gator shaman whosells etishes and minor enchanting supplies. Johnny warns the runnersthough to be very careul o harming anyone other than the BotKham.

    Hes sending the runners down to protect the Underground residents

    who work and shop at the Goblin Market, not to place them in urtherdanger.

    Te Underground can be a rough place, and orinni likes to beprepared. Te Gold Mine has exceptional security because o this. Sixsecurity guards are on duty at all times, as is a security mage. rackedgun turrets are hidden in the walls, ready to be deployed by a security

    rigger, and i all else ails the entrance can be sealed and the place filledwith Neurostun gas to sedate troublemakers.

    DEBUGGINGJohnny orinni is a well-respected businessman in the Ork

    Underground. I the runners start any trouble, they have to contendwith more than just orinnis club security, as many o the locals willcome to his deense. Johnny does not flinch in the ace o threats ordemands that he tell the runners what he knows, but simply waves offhis security and states that he just wants to help the runners, but heneeds to know he can work with them. He willingly points out hissecurity measures, as well as notes that most o the residents wouldlikely come to his aid.

    TOURIST HIGHWAY FIRE

    During the summer of 72, Alamos 20,000K attacked the Ork Underground, attempting toburn down the Tourist Highway. Dozens of fires were lit along the eastern half of the Highway,

    and due to a lack of fire prevention services, faulty fire safety equipment, and a severe lack of

    planning or preparation by the Ork Underground, the fire ran mostly unchecked through a large

    portion of the Highway. A group of shadowrunners who were in the Ork Underground on a job

    helped to fight the blaze, but even still several hundred people were killed, and hundreds more

    injured. Businesses were destroyed, and most of the Tourist Highway was shut down for a couple

    of months. With no funding or money, rebuilding has been very slow, and there are still many

    businesses that have not reopened yet.

    Every day dozens of people visit the Memorial Wall, a small section of the Tourist Highway

    that is still soot-blackened and burned, where mourners have posted pictures and left tributes

    to their loved ones.

  • 7/26/2019 SRM04-01 Hiding in the Dark

    17/3717SCENE 6: MEETING MR. TORINNI

    GOLD MINE SECURITY GUARDS (PROFESSIONAL RATING 3)

    B A R S C I L W Ess Init IP Arm CM7 4 4(6) 6 2 4 2 3 3 8(10) 3 8/6 12

    Dice Pools: Perception 8, Pistols 11, Unarmed Combat 8

    Augmentations: Wired Reflexes 2

    Gear: Armor Jacket (8/6), AR goggles (w/ thermo and smartlink), Commlink (DR 4)Weapons: Ares Predator IV [Heavy Pistol, 5P, -5 AP, Ammo: 15(c), APDS ammo]

    SECURITY MAGE

    B A R S C I L W Edg Ess M Init IP Arm CM6 4 4 5 5 4 5 6 3 6 6 8 1 11/9 11

    Dice Pools: Assensing 9, Conjuring 11,Dodge 7, Perception 8, Spellcasting 11 , Unarmed 7

    Gear: Sustaining Focus 3 (sustaining Armor Force 3), commlink (DR 3)

    Spells: Armor, Heal, Lightning Bolt, Manaball, Mob Mind, Stunbolt, Trid Phantasm

    Bound Spirits: 1 guardian spirit (Force 5)

    GUARDIAN SPIRIT (FORCE 5)

    B A R S C I L W Ess M Init IP CM6 7 8 7 5 5 5 5 5 5 13 2 11

    Dice Pools: Assensing 10, Astral Combat 10, Blades 12, Clubs 12, Counterspelling 10,

    Dodge 13, Exotic Ranged Weapons 12, Perception 10, Unarmed Combat 12

    Powers: Astral Form, Fear, Guard, Magical Guard, Materialization, Movement, Sapience,

    (Optional Power: Concealment)

    SECURITY RIGGER

    B A R S C I L W Edg Ess Init IP Matrix IP Arm C3 2 4 2 3 4 4 3 3 5.0 8 1 3 8/6

    Skills: Computer 8, Con 5, Cybercombat 9, Data Search 7, Electronic Warfare 8, Etiquett

    6, Gunnery 8, Hacking 8, Hardware 8, Perception 8, Pilot Aircraft 8, Pilot Ground Craft 8

    Software 7Cyberware: Commlink, sim module, datajack, control rig

    Commlink: System 4, Response 3, Firewall 4, Signal 4

    Programs: Analyze 4, Armor 4, Attack 3, Blackout 3, Bio-Feedback Filter 4, Browse 3,

    Command 3, ECCM 3, Edit 2, Encrypt 4, Medic 3, Scan 3, Track 4

    ARES SENTINEL R SERIES

    HANDL ACCEL SPEED PILOT BODY ARM SENS +0 5/10 40 4 2 6 4

    Upgrades: Track Propulsion, Weapon Mount

    Programs: Clearsight 3, Defense 4, Targeting 4,

    Weapons: FN MAG-5 [Medium Machine Gun, 6P, -2 AP, 2 RC, 50 (box)]

  • 7/26/2019 SRM04-01 Hiding in the Dark

    18/3718 SCENE 7: ERRAND BOYS AND GIRLS

    SCENE 7: ERRAND BOYSAND GIRLS

    SCAN THISTe runners need to perorm several small errands or Johnny

    orinni, including saeguarding a shipment o building materials, deliv-

    ering ood and medicine to several homeless shelters, and conrontinga group o BotKham who have been shaking down businesses in theGoblin Market.

    TELL IT TO THEM STRAIGHTJohnny orinni has asked you to perorm three tasks, all o which

    he insists should be simple. An escort, a delivery, and then finally a con-

    rontation with a ew street gangers. Nothing you cant handle, right?

    When the runners arrive Topside Construction:

    On the edge o Downtown, near Snohomish, opsideConstruction is a large, bustling construction company. Row afer rowo yellow-orange construction machinery is parked in a large lot toone side, and several warehouses hold materials awaiting shipment to

    various construction sites.A disgruntled looking ork wearing a button-up denim shirt and a

    red hardhat watches you as you pull up, then approaches. Yeah, whatcan I do or ya?

    When the runners arrive at The Narrows:

    Te tunnels here are dirty, rough, and smell o sewage. Te eeling

    o hopelessness is almost tangible, and everywhere you look you seesmall groups o orks huddled together, many around small campfiresthat tinge the air with a smoky haze. Youve seen very ew residentso the Underground that you would call well off, but the unortunate

    souls dwelling here make even the poorest ork along the ouristHighway seem wealthy. Te homeless orks o Te Narrows are under-ed, many appearing malnourished, and more than a ew look to be inneed o medical treatment.

    Pip greets a ew o the unortunate orks as he picks his waythrough the tunnels, finally leading the runners to a simple woodendoor set into a tunnel wall. A cross has been carved into the rock abovethe door, and a simple sign reads St. Marys.

    When the runners arrive at the Goblin Market:Te tunnels o the Goblin Market are a hustle o activity as you

    enter. ables, booths, and semi-permanent stalls are set up everywhere,and the assortment o goods on display seems almost entirely random.One vendor has a table filled with Predators, Brownings, and Colts,while the merchant next to him is selling potatoes and turnips. Bottledwater, canned ood, and batteries are a common commodity, all sellingor outrageous prices.

    Pip leads you to a large, L-shaped stall where a plump middle-aged

    ork woman is organizing a table filled with a variety o goods. Aroundher a hal-dozen ork children swarm about, calling out to passersby to

    come see her goods. Pip smiles and waves to the woman, running up toher. Andrea! Whatcha got or me? Te woman smiles and hugs theork boy, then hands him a bright red apple. She eyes you suspiciously

    as you approach her booth.

    BEHIND THE SCENESTe purpose or this scene is primarily to show some o Johnny

    orinnis philanthropic endeavors. orinni actually lied to the runnersabout the first two jobs, however. Te construction equipment has notbeen getting hijacked, and there are no problems delivering the oodand medicine to Te Narrows. orinni just wants the runners to seefirsthand what he does or the community.

    Te final job has been a bit o a problem though. Te Creepersand the BotKham have been causing more and more problems in theUnderground, and the Skraacha have been spread too thin to reallydeal with things. orinni is hoping that i he sends down some big,bad, scary shadowrunners that it might scare off the BotKham. Hefigures its more likely that the runners will end up ventilating a ewo the gangers, and while hed like to avoid more ork deaths, in thisinstance he thinks it may be worthwhile, and it shows the runners thathes looking out or the common ork.

    1. Topside Construction Escort

    Located at 20030 Forest Park Dr., near the border o Downtownand Snohomish, opside Construction is a large construction com-

    pany owned by Johnny orinni. Its a legitimate business with no ties tothe Finnegan Family or Junior. Te oreman, Jim JJ Johns is expect-ing the runners. He has a GMC Hauler loaded up and ready to go orthem. I the runners do not have a rigg er capable o driving the largemachine, JJ will sends driver along i the runners do not have a rigger.

    Otherwise he leaves delivery in the hands o the runners.Te delivery is being made to the docks just south o the ACHE,

    698 Alaskan Way S. A warehouse there holds a concealed entranceto the Ork Underground where deliveries are made, and is guardedby a dozen heavily armed and armored Skraacha. Te service tunnelentrance is big enough to drive a small truck into, though the Hauler

    is ar too large. A number o ork dockworkers stand ready to unloadthe Hauler and load its cargo (pallets o wooden beams, concrete,

    plasticrete, metal beams, and other various basic building supplies)onto six smaller, older model trucks, three GAZ P-179s and threeGMC Bulldog Step-vans, each with drivers. Te ramp leads down intoa network o tunnels that connects to various points along the ouristHighway (and several that run deeper into the Ork Underground).Te runners will not be al lowed to drive their own vehicles down intothe tunnels, i they brought any, but are promised that they will bewell guarded.

    he drivers lead the procession down into a smaller under-ground storage acility near the Lordstrungs entrance to the OrkUnderground, where they proceed to unload the trucks and thank

  • 7/26/2019 SRM04-01 Hiding in the Dark

    19/3719SCENE 7: ERRAND BOYS AND GIRLS

    the runners or their help. Tis storage area is the staging area or thereconstruction o the ourist Highway. Numerous pictures line thewalls showing the afermath o the fire, and blueprints map out newconstruction areas.

    Te ork construction crew tells the runners to thank Mr. orinnior them, beore getting back to work.

    2. Narrows Delivery

    A number o pseudo homeless shelters and soup kitchens havebeen erected in the southern section o the Narrows run by the OrkRights Committee, the Mothers o Metahumans, and other charitableorganizations. Johnny orinni unds and supplies a number o theseas well, and he asks the runners to deliver supplies and ood to one o

    them. In the astral, this area has a eeling o hopelessness and despairthat has tinged astral space giving it a Background Count o 1.

    orinni supplies the runners with several bicycles with attachedtrailers loaded down with ood and medical supplies. He warns therunners to watch out or the BotKham and the Ghost Gator (laughing

    as he says the last one). Te supplies are to be delivered to St. MarysShelter in Te Narrows. Pip is amiliar with the Narrows and canexpertly navigate his way there without any problems.

    St. Marys is run by an elderly ork woman known asGrandma. Te shelter itsel is carved into the side o a cave wall withan open wooden door. It is one o the ew buildings down here tohave electricity. In smaller open caves and tunnels around the shelterdozens o obviously homeless orks are huddles around small fires orhave makeshif shelters set up. Grandma is very grateul to the runnersor delivering the supplies, and as the runners roll up on the bikes the

    nearby homeless flock to the shelter. Grandma cannot stop thankingthe runners (and asking them to pass on her thanks to orinni) andtalking about what a good boy Johnny orinni is and how grateulshe is or his support. Tese poor boys out here would probably all bedead i it wasnt or him.

    3. Goblin Market Defense

    For the final errand, the runners need to head to the GoblinMarket. Te Market moves around the OU on a regular basis, butits currently located just a ew blocks north o the ourist Highway,underneath Virginia Street. Te Market is located in a series o rough,dug-out tunnels and caves underneath the sewers. Normally therewould be a number o Skraacha on guard here, but as the runners enter

    the Market, they are strangely absent, a act Pip will comment on.Most o the shops are little more than old-up tables or portablestalls set up in the tunnels, though a ew o the more prominent mer-chants have taken over large sections o the caves as their own private

    stores. Te goods or sale are a really strange mix. ables selling black

    market guns stand next to ruit vendors. One o the booths doing briskbusiness seems to be dealing in common lithium batteries, simple signal

    boosters, and other things you might find at the local Radioactive Hut,all selling or at least twice their retail value. Common, everyday goodsare sometimes very hard to come by down in the Ork Underground,and considering that much o the Underground population is SINless,walking into a Stuffer Shack to stock up simply isnt an option. TeGoblin Market and others like it throughout the Underground are as

    close to a Stuffer Shack or Kong Wal-Mart as the residents are likelyto get.

    Runners looking to do a little black market shopping can findalmost any weapon or piece o armor with an Availability o 8 or lessavailable, though in limited quantities (gamemasters should use their

    own discretion, but generally no more than a couple o any singleweapon; the lower the availabilit y and price, the more the runnerscan find). Weapons and armor are available at base cost. Regularammunition is plentiul and available at base cost as well, but specialtyammunition is more limited and costs twice the book rate.

    Andrea Romani is a plump, matronly ork who runs a large generalgoods stand with her six children (ages 4 to 13). Her stand sells mostly

    THE NARROWS

    North Beacon Hill, Ork Underground

    Most that fled the Night of Rage were met by early residents of the Ork

    Underground who guided them to safety. Those that did not became hopelessly

    lost beneath Seattle. Dazed and starving, the survivors eventually stumbled into

    the natural tunnels under Beacon Hill. Rainers eruption during the Great Ghost

    Dance spawned massive earthquakes that fractured the bedrock into a spider web

    of narrow passages, most no more than a few feet across.

    The situation has improved only marginally since then. Residents of theNarrows represent a level of crushing poverty on par with the worst of the Barrens.

    There are no Skraacha patrols here and no gang lays claim to this area. Over the

    years the Narrows have spawned countless rumors of madness and horror, a

    reputation compounded by the rate of murders and suicides that occur there.

    > I once had to lay low in the Rows for a week after a run went south. Place is

    a fraggin nightmare, everybody and everything that lives down lives like an

    animal. I literally had a family of four come at me for my boots.

    > Kat o Nine Tails

    >Steer clear of where The Narrows meet the northern tunnels of the Ork

    Underground. The Astral is severely twisted in that area and I wouldnt want

    to find out whats causing it.>