Finally, I have a game worth writing an actual play about! I've been GMing a D&D campaign for nearly a year now, but it's the Scales of War adventure path, so there isn't much to tell about it that isn't already out there in PDF form. It's fun, but I can see myself getting sick of it, so I've long thought about having an alternate game going on at the same time to "cleanse my palate", so to speak. I had tried to start a SR4 game before, but that didn't get a lot of traction from the players. I had also been reading my pile of GURPS 4 books for a while, itching to start something that would give me an excuse to use books like High Tech and Martial Arts. Eventually, my addled brain managed to connect the dots. Why not GURPS Shadowrun? GURPS can do all the elements from Shadowrun just fine, and, when you look at the SR4 rules long enough, you start to realize they really want to be GURPS when they grow up.
So I cobbled together a home-brewed conversion from bits and pieces found around the Internet, and managed to get three players from my regular D&D group to agree to show up on a Saturday for the game by promising to take care of all the rules myself, and create the characters according to their specifications. This is what we ended up with:
Minnie-May Hopkins, a face/demolitions expert, played by my wife. Yes, it's the character from Gunsmith Cats, faithfully transcribed to Shadowrun. No, it's not original, but yes, it's fun. And it beats a Wolverine clone any day. She's a 18-year old girl who ran away from home a few years ago and soon after hooked up with a demolitions expert named Kenichi Takizawa, living happy as a clam until he disappeared in Crash 2.0. She wandered aimlessly through life for a while, working on a Triad-owned brothel to make ends meet (you see, she's a bit of a nympho), until she heard a rumor that Ken might be alive and grew obsessed with finding him. She now employs her own demolition skills as a shadowrunner, in the hopes that she'll obtain enough connections to track him down. Her defining disadvantages are an Obsession with finding Ken and Lecherousness triggered mainly by people who resemble him.
Larry "Cassius" Vincent, a troll mercenary. Despite the name (which I picked because I thought it would be funny), this one is an original character. He was a Special Forces soldier until Crash 2.0 hit, where he was part of one of the big assaults against Winternight and one of their nukes. Not only was he left for dead, he was the sole survivor of his unit. Not the most liked person in the service, he reasoned they would try to pin all those casualties on him, and thought it better to vanish into the shadows rather than go back to his old life. His squadmates were his only family, and he still blames himself for their deaths. Besides being scary in combat, Cassius is an interesting study in contrasts: he adheres to the Soldier's Code of Honor of always completing the mission, but that tough hide of his hides a heart of gold. He's Charitable, with a Sense of Duty to his teammates and a Guilt Complex that would kick in if anything bad happened to them.
Marcus, a human technomancer. His player asked to play one of "those guys who can hack with their minds", saying he wanted to be "a bit like Neo", i.e, a god inside the Matrix and kinda useless outside it. So that's exactly what he is, except that his player can't know precisely how good he is at hacking because Marcus is a Dead Broke Total Amnesiac. "Marcus" is just a nickname he came up with so people would call him something other than "Hey, you!" Also, please note the starting date of the game is 2069, so the public at large has absolutely no clue about the existence of technomancers.
There's a lot of interesting pulished storylines for SR4, and I decided I would run the Denver Shadowrun Missions. I know what you're thinking, if D&D Scales of War isn't worth APing because it's a published campaign, why would these Missions be? Well, the thing is the Shadowrun setting is like an old, comfortable pair of shoes to me at this point. I'm confident in my ability to tweak it and making these published adventures into my own thing.
So we sat around the table, and the game began.
Story 1: Parliament of Thieves
Parliament of Thieves is the first of the Denver missions. It's a total cakewalk, meant to get the runners acquainted with the city itself and with some of the major NPCs therein. There aren't any surprises here - get a package from Point A to Point B. Someone attacks the couriers on the way, but that happens in 99% of all RPG courier missions, so it's not a surprise at all.
The first order of the day was to make the runners meet each other. The standard way to do this is to make them get independent calls from a contact and meet at the same place for a briefing. That basically boils down to "You all meet in a bar", and is so very cliche. Therefore, I decided to start things on a more lively note.
Scene 1: Getaway
Marcus woke up to the masked face of a doctor. He wanted to speak, but his mouth was dry. He wanted to move, but his arms and legs were tied. Looking around, he saw a cramped space full of blinking machines, crowded with the afore-mentioned doctor and an armed, armored guy. Everything was shaking terribly, as if an earthquake was going on. "Shit, he woke up," said the doctor. Then there was a tremendous blast, and the world turned upside down.
Meanwhile, things were not going very well for Cassius and Minnie-May. They had known each other and worked together for a while, and their latest mission was to act as bodyguards for a Triad bigwig in a delicate negotiation with some Mafiosi. The mobsters in question had other plans, however, and in a surprise ambush managed to ice the Triad dude. The two unfortunate (and now unpaid) shadowrunners were now running for their lives in their late client's limo, being chased by a car full of angry mobsters with assault rifles. May was driving, while Cassius tried to shoot back at their pursuers.
Of course, it was just their luck that they would run into another shootout, as they entered a slightly wider street. Maneuvering a limo is tricky business, and it just so happened that May ended up nearly ramming an Unmarked Black Van from which had popped out what seemed to be a corporate hit squad, shooting at another corporate hit squad currently guarding a crashed ambulance. Not long after, the pursuing mobsters, which aren't quite as lucky, do ram the limo.
There was utter chaos. Both hit squads were convinced the newcomers were reinforcements for the enemy, and the end result was that everyone was shooting at everyone else while attempting to beat a tactical retreat. Our heroes do avoid getting killed through the judicious application of assault rifle rounds and strobe grenades. Just as they're about to leave, though, Cassius notices a guy tied up inside the remains of the limo! He just couldn't live with himself if he left the defenseless SOB to die there, so he rescues him just as the ambulance is about to explode.
And so the group is formed!
Back at Cassius' safe house, they try to figure out who this guy they just rescued is, as well as what they'll do to escape the wrath of both the Mafia and the Triad.
Cassius: "Who are you?"
Marcus: "I... I don't know!"
After some more cliche amnesia dialogue, Cassius decided it would be best to leave Seattle ASAP, and invites the other two to go with him. He then calls his fixer, Pollux, to explain the situation and ask for a quick ticket out of town. Pollux agrees he should leave, but setting up a quick and discrete getaway for the three of them ends up eating through all of Cassius' remaining money. They end up flying to Denver on a smuggler's T-Bird, sharing the already meager space on the vehicle's cargo hold with several boxes of contraband.
Scene 2: The Meet
To those not familiar with Shadowrun's Denver, it's a fun place. The treaty that gave over half of North America back to the natives and their sympathizers in 2018 was signed here, and as a result the city itself was divided, pie-like, between the five signatory nations. Over time, secessions, mergers and that thing with the dragon back in '61 changed this number to four: the Pueblo Corporate Council, the Sioux Nation, UCAS, and the CAS (for the last two, think "Union" and "Confederacy"). Each sector is surrounded by heavily-guarded walls and border checkpoints, making normal everyday movement through town really fun for people who customarily lack IDs and carry illegal ordnance around.
There is some time compression here, as our group lands on the PCC sector and proceeds to find a place to live over the next few days, eventually settling for a somewhat crummy apartment in the Lakewood neighborhood. During this time, Marcus notices he can sorta talk to machines, and see Augmented Reality displays and such without the need for video glasses or commlinks. May notices it too, but decides to keep quiet about it. It looks a little unusual, but it could just be that the guy has an implanted commlink. Some time later, they get a call from Cassius, who says he pulled a few markers and got them a job. Mr. Johnson is going to meet them at the nearby Denim Bar shortly.
The Denim is very popular with the factory workers living nearby, and is also decorated in traditional Pueblo style. After talking to the bartender about the appointment with Mr. Johnson, the group is directed to a room in the back. The room contains a traditional Pueblo firepit, and seated beside it is Mr. Johnson, whose real name is Mark Longfeather, one of the three Koshari bigwigs in Denver. He wears a gray suit and a traditional Raven mask, both to hide his features and as a symbol of his station with the Koshari.
"Mr. Johnson" is shadowrunner slang for the people who hire shadowrunners. The Koshari are a Native American crime syndicate who is very active on Denver. They own much of the underworld on the Pueblo and Sioux sectors.
Longfeather has a delicate assignment for them: deliver an important package across town. Other people are sure to want this package very much, so there will be danger involved. Do they accept? Of course they do, being just about out of money.
The package is a fancy envelop sealed with wax. It's supposed to be delivered to a Sottocapo Chavez, of the Chavez mafia, who lives in the UCAS sector, two borders away. Payment is $2500 for each of the three runners, which they promptly accept without further negotiations. Longfeather hands them the envelope and the contact numbers of two "coyotes", who specialize in smuggling people and goods across each of those borders. They have three hours to complete the delivery.
They leave the bar, package in hand, and hail a cab. There wasn't any time to bring any large possessions such as cars from Seattle, so this is the best they can do for now. On the way to the border checkpoint, they contact the first coyote, a grumpy old orc who sets up a rendezvous point a few blocks away from the wall separating Pueblo from CAS. They get the cabby to drop them off there, and pay for the ride. The orc eventually shows up and leads them through an extensive network of abandoned tunnels that runs under the wall. He says these were left over from the Aztlan sector, and that there may still be a few holdouts hiding in there. There is much paranoia about ambushes in the dark, but nothing happens. As they emerge on the other side, their guide says that this one was a freebie, but they better pay for the service next time. He walks away muttering curses against that "damn blackmailer...".
Scene 3: Burly Brawl
With plenty of time to spare, they hail another cab and head towards the CAS-UCAS border. Along the way, though, they run into a massive traffic jam! As they start to ask for an alternate route from their driver, several well armed people start emerging from a couple of nearby buildings. There's two distinct groups - an all-human Yakuza party, and a mixed-race Triad posse led by a very large troll mage. This worries them, and encrypted messages start flowing through their commlinks. Cassius has a plan - he'll get out and distract the interlopers, while the others hijack the cab's system and try to find a way out of there. The cabby is useless at this point, reduced to cowering and praying for his life.
Cassius gets out of the cab, and a tense negotiation begins. Both parties want the envelope and are quite willing to kill for it. However, they consider themselves civilized people, and so would like to trade for it before things get ugly. The thing is, neither Johnny Ono (the head Yakuza thug and a gun adept) nor An-Peng (the troll) knew the other party would be here as well, so now it looks like things have a higher chance of turning ugly than what was expected. As Ono and An-Peng start a tense bidding war for the envelope, and Cassius pretends to be interested, Marcus tries to talk the car into handing the controls over to May's commlink.
Marcus: "Please transfer your controls."
Car: "ACCESS DENIED".
Marcus: "YOU WILL OBEY ME!"
Car: "yessir."
May, as the only member of the group who's any good at driving, now has her chance to shine. Which she blows by failing to maneuver cleanly out of the traffic jam, and hitting a nearby vehicle. It is at this point that both Johnny and An-Peng realize they've been had, and start a three-way fight. That's no good at all for Cassius, who's alone out there, so May throws one of her strobe grenades before starting the car up again and resuming her maneuvers.
The grenade works better than intended - everyone is stunned and blinded, including Cassius! So, while May now has a clean path for a getaway, she has to wait for her teammate to recover. Unfortunately for her, Johnny Ono recovers first. Angry but confident, he draws his gun, strides up to Cassius, points it at his forehead, and pulls the trigger.
Click! Showing remarkable ingenuity, Marcus had spoofed a command to his smartlinked gun and engaged its safety! While Ono wastes a turn unlocking his gun again, Cassius has enough time to recover and somehow jump back into his seat. The cab speeds away.
Scene 4: Delivery
They leave the terrified cabby with a fat "hazard" bonus on top of his normal fare, and rendezvous with the other coyote. The border crossing is much the same as before, only this time the coyote, a middle-aged woman called Peaches, is a lot friendlier. She also uses a set of tunnels, these ones dating back to the 20th century, and points out the smuggler bar hidden down there about halfway through. As they leave the tunnels on the UCAS side, they call yet another cab, and head towards their final destination There is a slight run-in with a hacker named Dean Costello, who offers them a pittance to scan the envelope, but they refuse and move on.
This neighborhood seems much nicer - large mansions sit well back from the road, walled and fenced. All is not well on the road itself, however, as the Fronts go-gang has picked tonight for their initiation rituals, which consist of driving some poor unfortunate out of the road. And the only car on the road is their taxi. The Fronts turn out to be pushovers, though, and leave as Cassius pops a few of their tires with his gun.
Finally, they arrive at Chavez's estate, announce themselves at the gate, and go in. They are directed to the mansion's shooting range, where they find the elderly sottocapo intimidating an elf by using him as a target practice aid. He receives the envelope, pays the runners, and thanks them. As Cassius comments that the target practice thing was maybe a bit harsh, Chavez chuckles and retorts that maybe he should pursue another line of business, if he's so squeamish.
Money in hand, the group returns home.
And that's the end of both the first session, and the first story. As you can see, I suck at denouements.
The envelope contained a hand-written treaty between the Koshari and the Chavez mafia, allowing the mob to keep running the Lakeside Amusement Park casino in Pueblo. The treaty is renewed every year, and this time the runners had been chosen to deliver it. The Yakuza and the Triads wanted to disrupt it by getting the document for themselves. Costello belongs to another Mafia family, the Casquilhos, who were simply curious as to the precise terms of the treaty.
Besides the monetary and XP rewards, the group also got the chance to purchase Peaches and Longfeather as contacts. They were friendly enough to the one, and the other was impressed enough with their efficiency to personally call and thank them later.
Tune in soon for Story 2: Best Served Cold!
So I cobbled together a home-brewed conversion from bits and pieces found around the Internet, and managed to get three players from my regular D&D group to agree to show up on a Saturday for the game by promising to take care of all the rules myself, and create the characters according to their specifications. This is what we ended up with:
Minnie-May Hopkins, a face/demolitions expert, played by my wife. Yes, it's the character from Gunsmith Cats, faithfully transcribed to Shadowrun. No, it's not original, but yes, it's fun. And it beats a Wolverine clone any day. She's a 18-year old girl who ran away from home a few years ago and soon after hooked up with a demolitions expert named Kenichi Takizawa, living happy as a clam until he disappeared in Crash 2.0. She wandered aimlessly through life for a while, working on a Triad-owned brothel to make ends meet (you see, she's a bit of a nympho), until she heard a rumor that Ken might be alive and grew obsessed with finding him. She now employs her own demolition skills as a shadowrunner, in the hopes that she'll obtain enough connections to track him down. Her defining disadvantages are an Obsession with finding Ken and Lecherousness triggered mainly by people who resemble him.
Larry "Cassius" Vincent, a troll mercenary. Despite the name (which I picked because I thought it would be funny), this one is an original character. He was a Special Forces soldier until Crash 2.0 hit, where he was part of one of the big assaults against Winternight and one of their nukes. Not only was he left for dead, he was the sole survivor of his unit. Not the most liked person in the service, he reasoned they would try to pin all those casualties on him, and thought it better to vanish into the shadows rather than go back to his old life. His squadmates were his only family, and he still blames himself for their deaths. Besides being scary in combat, Cassius is an interesting study in contrasts: he adheres to the Soldier's Code of Honor of always completing the mission, but that tough hide of his hides a heart of gold. He's Charitable, with a Sense of Duty to his teammates and a Guilt Complex that would kick in if anything bad happened to them.
Marcus, a human technomancer. His player asked to play one of "those guys who can hack with their minds", saying he wanted to be "a bit like Neo", i.e, a god inside the Matrix and kinda useless outside it. So that's exactly what he is, except that his player can't know precisely how good he is at hacking because Marcus is a Dead Broke Total Amnesiac. "Marcus" is just a nickname he came up with so people would call him something other than "Hey, you!" Also, please note the starting date of the game is 2069, so the public at large has absolutely no clue about the existence of technomancers.
There's a lot of interesting pulished storylines for SR4, and I decided I would run the Denver Shadowrun Missions. I know what you're thinking, if D&D Scales of War isn't worth APing because it's a published campaign, why would these Missions be? Well, the thing is the Shadowrun setting is like an old, comfortable pair of shoes to me at this point. I'm confident in my ability to tweak it and making these published adventures into my own thing.
So we sat around the table, and the game began.
Story 1: Parliament of Thieves
Parliament of Thieves is the first of the Denver missions. It's a total cakewalk, meant to get the runners acquainted with the city itself and with some of the major NPCs therein. There aren't any surprises here - get a package from Point A to Point B. Someone attacks the couriers on the way, but that happens in 99% of all RPG courier missions, so it's not a surprise at all.
The first order of the day was to make the runners meet each other. The standard way to do this is to make them get independent calls from a contact and meet at the same place for a briefing. That basically boils down to "You all meet in a bar", and is so very cliche. Therefore, I decided to start things on a more lively note.
Scene 1: Getaway
Marcus woke up to the masked face of a doctor. He wanted to speak, but his mouth was dry. He wanted to move, but his arms and legs were tied. Looking around, he saw a cramped space full of blinking machines, crowded with the afore-mentioned doctor and an armed, armored guy. Everything was shaking terribly, as if an earthquake was going on. "Shit, he woke up," said the doctor. Then there was a tremendous blast, and the world turned upside down.
Meanwhile, things were not going very well for Cassius and Minnie-May. They had known each other and worked together for a while, and their latest mission was to act as bodyguards for a Triad bigwig in a delicate negotiation with some Mafiosi. The mobsters in question had other plans, however, and in a surprise ambush managed to ice the Triad dude. The two unfortunate (and now unpaid) shadowrunners were now running for their lives in their late client's limo, being chased by a car full of angry mobsters with assault rifles. May was driving, while Cassius tried to shoot back at their pursuers.
Of course, it was just their luck that they would run into another shootout, as they entered a slightly wider street. Maneuvering a limo is tricky business, and it just so happened that May ended up nearly ramming an Unmarked Black Van from which had popped out what seemed to be a corporate hit squad, shooting at another corporate hit squad currently guarding a crashed ambulance. Not long after, the pursuing mobsters, which aren't quite as lucky, do ram the limo.
There was utter chaos. Both hit squads were convinced the newcomers were reinforcements for the enemy, and the end result was that everyone was shooting at everyone else while attempting to beat a tactical retreat. Our heroes do avoid getting killed through the judicious application of assault rifle rounds and strobe grenades. Just as they're about to leave, though, Cassius notices a guy tied up inside the remains of the limo! He just couldn't live with himself if he left the defenseless SOB to die there, so he rescues him just as the ambulance is about to explode.
And so the group is formed!
Back at Cassius' safe house, they try to figure out who this guy they just rescued is, as well as what they'll do to escape the wrath of both the Mafia and the Triad.
Cassius: "Who are you?"
Marcus: "I... I don't know!"
After some more cliche amnesia dialogue, Cassius decided it would be best to leave Seattle ASAP, and invites the other two to go with him. He then calls his fixer, Pollux, to explain the situation and ask for a quick ticket out of town. Pollux agrees he should leave, but setting up a quick and discrete getaway for the three of them ends up eating through all of Cassius' remaining money. They end up flying to Denver on a smuggler's T-Bird, sharing the already meager space on the vehicle's cargo hold with several boxes of contraband.
Scene 2: The Meet
To those not familiar with Shadowrun's Denver, it's a fun place. The treaty that gave over half of North America back to the natives and their sympathizers in 2018 was signed here, and as a result the city itself was divided, pie-like, between the five signatory nations. Over time, secessions, mergers and that thing with the dragon back in '61 changed this number to four: the Pueblo Corporate Council, the Sioux Nation, UCAS, and the CAS (for the last two, think "Union" and "Confederacy"). Each sector is surrounded by heavily-guarded walls and border checkpoints, making normal everyday movement through town really fun for people who customarily lack IDs and carry illegal ordnance around.
There is some time compression here, as our group lands on the PCC sector and proceeds to find a place to live over the next few days, eventually settling for a somewhat crummy apartment in the Lakewood neighborhood. During this time, Marcus notices he can sorta talk to machines, and see Augmented Reality displays and such without the need for video glasses or commlinks. May notices it too, but decides to keep quiet about it. It looks a little unusual, but it could just be that the guy has an implanted commlink. Some time later, they get a call from Cassius, who says he pulled a few markers and got them a job. Mr. Johnson is going to meet them at the nearby Denim Bar shortly.
The Denim is very popular with the factory workers living nearby, and is also decorated in traditional Pueblo style. After talking to the bartender about the appointment with Mr. Johnson, the group is directed to a room in the back. The room contains a traditional Pueblo firepit, and seated beside it is Mr. Johnson, whose real name is Mark Longfeather, one of the three Koshari bigwigs in Denver. He wears a gray suit and a traditional Raven mask, both to hide his features and as a symbol of his station with the Koshari.
"Mr. Johnson" is shadowrunner slang for the people who hire shadowrunners. The Koshari are a Native American crime syndicate who is very active on Denver. They own much of the underworld on the Pueblo and Sioux sectors.
Longfeather has a delicate assignment for them: deliver an important package across town. Other people are sure to want this package very much, so there will be danger involved. Do they accept? Of course they do, being just about out of money.
The package is a fancy envelop sealed with wax. It's supposed to be delivered to a Sottocapo Chavez, of the Chavez mafia, who lives in the UCAS sector, two borders away. Payment is $2500 for each of the three runners, which they promptly accept without further negotiations. Longfeather hands them the envelope and the contact numbers of two "coyotes", who specialize in smuggling people and goods across each of those borders. They have three hours to complete the delivery.
They leave the bar, package in hand, and hail a cab. There wasn't any time to bring any large possessions such as cars from Seattle, so this is the best they can do for now. On the way to the border checkpoint, they contact the first coyote, a grumpy old orc who sets up a rendezvous point a few blocks away from the wall separating Pueblo from CAS. They get the cabby to drop them off there, and pay for the ride. The orc eventually shows up and leads them through an extensive network of abandoned tunnels that runs under the wall. He says these were left over from the Aztlan sector, and that there may still be a few holdouts hiding in there. There is much paranoia about ambushes in the dark, but nothing happens. As they emerge on the other side, their guide says that this one was a freebie, but they better pay for the service next time. He walks away muttering curses against that "damn blackmailer...".
Scene 3: Burly Brawl
With plenty of time to spare, they hail another cab and head towards the CAS-UCAS border. Along the way, though, they run into a massive traffic jam! As they start to ask for an alternate route from their driver, several well armed people start emerging from a couple of nearby buildings. There's two distinct groups - an all-human Yakuza party, and a mixed-race Triad posse led by a very large troll mage. This worries them, and encrypted messages start flowing through their commlinks. Cassius has a plan - he'll get out and distract the interlopers, while the others hijack the cab's system and try to find a way out of there. The cabby is useless at this point, reduced to cowering and praying for his life.
Cassius gets out of the cab, and a tense negotiation begins. Both parties want the envelope and are quite willing to kill for it. However, they consider themselves civilized people, and so would like to trade for it before things get ugly. The thing is, neither Johnny Ono (the head Yakuza thug and a gun adept) nor An-Peng (the troll) knew the other party would be here as well, so now it looks like things have a higher chance of turning ugly than what was expected. As Ono and An-Peng start a tense bidding war for the envelope, and Cassius pretends to be interested, Marcus tries to talk the car into handing the controls over to May's commlink.
Marcus: "Please transfer your controls."
Car: "ACCESS DENIED".
Marcus: "YOU WILL OBEY ME!"
Car: "yessir."
May, as the only member of the group who's any good at driving, now has her chance to shine. Which she blows by failing to maneuver cleanly out of the traffic jam, and hitting a nearby vehicle. It is at this point that both Johnny and An-Peng realize they've been had, and start a three-way fight. That's no good at all for Cassius, who's alone out there, so May throws one of her strobe grenades before starting the car up again and resuming her maneuvers.
The grenade works better than intended - everyone is stunned and blinded, including Cassius! So, while May now has a clean path for a getaway, she has to wait for her teammate to recover. Unfortunately for her, Johnny Ono recovers first. Angry but confident, he draws his gun, strides up to Cassius, points it at his forehead, and pulls the trigger.
Click! Showing remarkable ingenuity, Marcus had spoofed a command to his smartlinked gun and engaged its safety! While Ono wastes a turn unlocking his gun again, Cassius has enough time to recover and somehow jump back into his seat. The cab speeds away.
Scene 4: Delivery
They leave the terrified cabby with a fat "hazard" bonus on top of his normal fare, and rendezvous with the other coyote. The border crossing is much the same as before, only this time the coyote, a middle-aged woman called Peaches, is a lot friendlier. She also uses a set of tunnels, these ones dating back to the 20th century, and points out the smuggler bar hidden down there about halfway through. As they leave the tunnels on the UCAS side, they call yet another cab, and head towards their final destination There is a slight run-in with a hacker named Dean Costello, who offers them a pittance to scan the envelope, but they refuse and move on.
This neighborhood seems much nicer - large mansions sit well back from the road, walled and fenced. All is not well on the road itself, however, as the Fronts go-gang has picked tonight for their initiation rituals, which consist of driving some poor unfortunate out of the road. And the only car on the road is their taxi. The Fronts turn out to be pushovers, though, and leave as Cassius pops a few of their tires with his gun.
Finally, they arrive at Chavez's estate, announce themselves at the gate, and go in. They are directed to the mansion's shooting range, where they find the elderly sottocapo intimidating an elf by using him as a target practice aid. He receives the envelope, pays the runners, and thanks them. As Cassius comments that the target practice thing was maybe a bit harsh, Chavez chuckles and retorts that maybe he should pursue another line of business, if he's so squeamish.
Money in hand, the group returns home.
And that's the end of both the first session, and the first story. As you can see, I suck at denouements.
The envelope contained a hand-written treaty between the Koshari and the Chavez mafia, allowing the mob to keep running the Lakeside Amusement Park casino in Pueblo. The treaty is renewed every year, and this time the runners had been chosen to deliver it. The Yakuza and the Triads wanted to disrupt it by getting the document for themselves. Costello belongs to another Mafia family, the Casquilhos, who were simply curious as to the precise terms of the treaty.
Besides the monetary and XP rewards, the group also got the chance to purchase Peaches and Longfeather as contacts. They were friendly enough to the one, and the other was impressed enough with their efficiency to personally call and thank them later.
Tune in soon for Story 2: Best Served Cold!
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