Skip to main content

Shadowrun: Just Too Easy

Here's the quick summery of our last Shadowrun.  I think I'm going to start writing these during the game, to make it easier to remember.


  • The crew pulled together the T-Bird security unit to look like something from Ares.  Only one thing missing -- the weapons.
  • Vee had a relevant contact, since she used to be in to that sort of thing.  Still, she brought along Mr. Black to do the deal.
  • The meet was at an old warehouse.  Inside, the guy making the deal was inside a pickup truck with bullet-proof glass and a little gas-station style talk-through window.
  • Mr. Black negotiated a good deal to get the weapons in just a few days.
  • The finished T-Bird had a pilot and copilot and a guard seat in the back.  The pirsoner compartment could easily hold two people (even troll-sized).  Void piloted the T-Bird.  Mr. Black was the co-pilot.
  • Weldon took the guards seat.  Vee and Ender sat in the prisoner compartment.
  • On the way in, there was a security password request.  It took a minute, but they were able to break in and take care of it apparently before setting off any alarm.
  • The landing sight had the rear door aligned with the prison block and the side aligned to the staff area.
  • There were security forces and security rail drones all over the place.
  • Weldon went in and everything went black.  After a few minutes, he came back out dragging another guy that looked like Weldon right behind him.
  • On take-off, Void got a good start before security forces opened fire.  They didn't hit the passenger compartment, but put a bullet through one of the turbines.
  • Void was able to hold it steady enough for a moment while Vee dumped the explosives.  It cleared most of the opposition.
  • The T-Bird took a dive as the engine sputtered and coughed.  Just before a crash, Void pulled it up and was able to get it to the trailer.
  • The landing was effective but really bad on the trailer.  It touched down so hard that it bent the trailer onto the wheels.  They had to pry it all apart before the could move underground.
  • They made it to the warehouse.  Unfortunately, with the damage they did to the trailer, they had to buy it off of Void's mechanic friend.  He was happy to make a nice profit on it.
  • Unfortunately, the term they had their warehouse for was up.
  • Mr. Black lead the search to get a piece of property.  They found a nice warehouse in a discrete location that has living quarters and a crane.  
  • Weldon interrogated the new Weldon, who they decided to call Sheldon.
  • After interrogation was complete, they were able to have Sheldon committed to the local insane asylum.
  • Weldon supplied the crew with a piece of new tech.
  • At first glance, it appears, to Ender that the new tech is an attack sprite.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...