TEXT: © 2014 The Topps Company, Inc. All rights reserved. Shadowrun and Matrix are registered trademarks and/or trademarks of The Topps Company, Inc.,  
  in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.
  Writing: Beth Miller
  Art: Alex Stone
  Missions Logo: Jeff Laubenstein, Matt Heerdt
  Shadowrun Missions Developer: 
  Steven “Bull” Ratkovich
  Shadowrun Developer: Jason M. Hardy
  Layout & Design: Matt Heerdt
  Art Director: Brent Evans, Kat Hardy
  5A-03
  
  WELL, I WON'T DO THAT AGAIN
  2
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  WELL, I WON’T DO 
  THAT AGAIN
  Sarah leans back into the soft comfort of the real goose-down pillows with a smug smile on her face. It’s certain-
  ly not because of the less-than-satisfying efforts of the man just starting to snore beside her. When her glance 
  falls on him, it carries a hint of contempt, when she bothers to think of him at all. Her feigned rapture and bogus 
  praise at the end of their rather lackluster and embarrassingly brief tryst was an acting job any trid star would 
  be hard-pressed to match, and he ate it up with a spoon. Men could always be counted on to hear exactly what 
  they wanted to.
  As a lover—and she uses that term loosely, even in her own mind—Darryl Rose is a disappointment that she will 
  be well rid of once he signs his little drug company over to her in the morning, making it a Renraku subsidiary. His 
  little wife was more than welcome to have him all to herself again, though Sarah couldn’t understand for the life of 
  her why the woman would want the boringly average man. Hell, the only reason Sarah had given him the time of 
  day, let alone the best sex he was ever going to see in his pathetic little life, was the thousands of square meters of 
  real estate that his grandfather gave his life to turn into a profitable little company before the bugs and the bomb.
  No, the real worth of the forgettable Mr. Rose is what he can give her and her superiors. His company is a good 
  start. The original corporate headquarters in the old Containment Zone almost makes it worthwhile. But the re-
  search lab in that abandoned factory is the real prize.
  It seems that late Paul Rose was as brilliant as his grandson is mediocre. He had personally researched many of 
  the Awakened treatments that had turned his company into a huge success. The medicinal uses of deepweed can 
  be profitable, and his refinements of psyche to produce fewer side effects are still the industry standard, but the real 
  prize may very well still be waiting for her to claim.
  It seems that Founder of Valley Rose Pharmaceuticals was fascinated by the possibilities of fluorescing astral 
  bacteria. Maybe he was a genius, or maybe he was psychic, but it seems that, at least, according to his grandson, 
  Paul Rose was researching a vaccine against FAB when the bugs appeared and the wall went up.
  And if that research has any merit to it, Sarah would be willing to kiss the man sleeping next to her in his own 
  version of blissful ignorance... and mean it.
  
  INTRODUCTION
  3
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  INTRODUCTION
  SRM 5A-03: Gone Long Gone is a Shadowrun Missions 
  living campaign adventure. Full information on the 
  Shadowrun Missions living campaign is available at 
  shadowruntabletop.com/missions and includes a 
  guide to creating Missions characters and a regularly 
  updated FAQ. All maps, player handouts, and other 
  playing aids are found at the end of this document.
  PREPARING THE 
  ADVENTURE
  SRM 5A-03: Gone Long Gone is intended for use with 
  Shadowrun, Fifth Edition, and all character and rules infor-
  mation refers to the fifth edition of the Shadowrun rules.
  Adventure Structure
  SRM 5A-03: Gone Long Gone consists of several scenes. 
  These scenes form the basis of the adventure, which 
  should be completed in approximately four hours. If 
  you are running short on time, you should streamline 
  each and be a little more generous with clues, target 
  numbers, and other requirements to aid in guiding the 
  players through the adventure. 
  Each scene outlines the most likely sequence of 
  events, as well as how to handle unexpected twists 
  and turns that inevitably crop up. Each one contains the 
  following subsections, providing gamemasters with all 
  the information necessary to run it.
  • 
  Scan This provides a quick synopsis of the 
  scene’s action, allowing you to get a feel for the 
  encounter at a glance.
  • 
  Tell It to Them Straight is written to be read 
  aloud to the players, describing what their char-
  acters experience upon entering the scene. You 
  should feel free to modify the narrative as much 
  as desired to suit the group and the situation, 
  since the characters may arrive at the scene by 
  different means or under different circumstanc-
  es than the text assumes.
  • 
  Behind the Scenes covers the bulk of the 
  scene, describing what’s happening, what the 
  non-player characters are doing, how they will 
  react to the player characters’ actions, and so 
  forth. It also covers the setting of the encounter, 
  going over environmental conditions and other 
  properties of the location as well as providing 
  any descriptions of important items.
  • 
  Pushing the Envelope looks at ways to make the 
  encounter more challenging for experienced or 
  powerful characters and other ways you can add 
  some extra spice to the scene. This subsection 
  should usually only be used for home games, or 
  games where time is not a factor. At most con-
  vention and Open Play events, gamemasters 
  should omit this information. It adds to the scene 
  but does not contain important information.
  • 
  Debugging offers solutions to potential prob-
  lems that may crop up during the encounter. 
  While it’s impossible to foresee everything that 
  a group of player characters might do, this sec-
  tion tries to anticipate common problems and 
  other suggestions for dealing with them.
  RUNNING THE 
  ADVENTURE
  Gamemastering is more of an art than a science, and 
  every gamemaster does things a bit differently. Use 
  your own style when it comes to preparing and run-
  ning the adventure and do whatever you feel is best 
  to provide the best Shadowrun game you can for your 
  players. Shadowrun Missions adventures are designed 
  to run in a standard four-hour convention time slot.
  Please keep this in mind when running the adventure. 
  You should leave at least 15–20 minutes at the end of 
  the time slot to complete any necessary paperwork and 
  pass out the players’ Debriefing Logs. (Make sure that 
  you have enough copies of the Debriefing Log for this 
  adventure to give one copy to each player after running 
  the adventure.) This section offers some guidelines you 
  may find useful in preparing to run SRM 5A-03: Gone 
  Long Gone (or any Shadowrun Missions adventure).
  Step 1: Read The Adventure
  Carefully read the adventure from beginning to end. Get 
  a feel for the overall plot and what happens in each scene. 
  That way, if something different happens, you won’t be 
  caught off guard and you can adapt things smoothly.
  Step 2: Take Notes
  Take notes for yourself while reading through the ad-
  venture that you can refer to later on. Possible things to 
  note include: major plot points (so you can see them all 
  at a glance), the names of various non-player charac-
  ters, possible problems you notice, situations where you 
  think a particular character can shine and other things 
  you’ll want to keep in mind while running the adventure.
  Step 3: Know The Characters
  Prior to the start of the adventure, examine the PCs’ 
  record sheets and Debriefing Logs for your reference 
  and have basic information about their important abil-
  
  INTRODUCTION
  4
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  ities handy so you can refer to it during play. Also go 
  over the characters and keep their previous events list-
  ed on the Debriefing Logs in mind when determining 
  non-player character actions in various scenes if such a 
  dynamic has been included.
  Step 4: Don’t Panic!
  Gamemastering involves juggling a lot of different 
  things. Sometimes you drop the ball and forget some-
  thing or you just make a mistake. It happens, don’t 
  worry about it. Nobody is perfect all of the time and 
  everybody makes mistakes. Just pick up from there 
  and move on. Your players will understand and forget 
  about it once you get back into the action.
  Step 5: Challenge the Players
  Gamemasters should challenge the players but should 
  generally not overwhelm them. This is not to say that 
  games cannot be deadly. If the characters die through 
  their own actions and repercussions of those actions, 
  then so be it. But the idea is to challenge the players 
  and their characters, not to bury them. If the enemies 
  and challenges are too light for the characters present, 
  then increase them. On the other hand, if the charac-
  ters are badly outmatched by the enemies, then tone 
  them down. Make things difficult but not impossible.
  GENERAL  
  ADVENTURE RULES
  Shadowrun Missions adventures use the rules present-
  ed in Shadowrun, Fifth Edition (SR5). Standard rules such 
  as success tests, limits, glitches, critical successes, and 
  other common mechanics are described in SR5 and are 
  not repeated in this adventure.
  Please keep in mind when preparing for the 
  adventure, that the PCs will not necessarily comprise a 
  balanced party. It’s entirely possible that the party will 
  be made up entirely of technomancers or back-to-nature 
  shamans. If the characters run into a brick wall because 
  of such complications, 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 ad-
  venture. They are the allies, antagonists, and background 
  characters in the adventure that interact with the player 
  characters. NPCs in this adventure have already been cre-
  ated and can be found throughout the adventure.
  Minor NPCs are found in the individual scene that 
  they appear in, and generally have a brief write up, 
  noting only their important skills and the gear they are 
  carrying.
  Major NPCs can be found in the Cast of Shadows 
  at the end of the adventure. They have more detailed 
  write ups and include most of the skills and the gear 
  they have access to. 
  The NPCs in this adventure should generally stand 
  up to the average player character but may need some 
  adjustment to suit a particular group of characters, 
  especially a more experienced and powerful group. The 
  scenes and NPC descriptions offer tips on adjusting the 
  NPCs to suit the abilities of the characters in your group. 
  To adjust the power level of an NPC, refer to Helps and 
  Hindrances (p. 378, SR5). Take the player characters’ 
  abilities into consideration when assessing the NPCs in 
  this adventure and modify them accordingly.
  Mission Difficulty
  Gamemasters are encouraged to use their own judg-
  ment and to adjust the difficulty of the encounter to 
  take into account the abilities of the players. If the 
  players have no magical support, replace magical de-
  fenses with mundane ones. If the players are weak on 
  combat, reduce the number of enemies by one or two. 
  Conversely, if they’re steamrolling the opposition, add 
  one or two enemies to the fight. Missions should be 
  difficult and something of a challenge but should not 
  be insurmountable.
  A simple method for adjusting difficulty is to simply 
  increase the dice pools and Professional Ratings of the 
  enemies. A simple +1 or +2 to all combat and defense 
  tests gives enemies a minor boost in power, while a +3 
  or 4 will make them truly formidable. Adding to their 
  Professional Rating will give them a larger group Edge 
  pool to draw from, and gamemasters are encourage to 
  use this Edge when logical.
  Often a combat scene will tell you if it’s supposed 
  to be challenging or is simply there to serve as filler 
  or a minor obstacle that the players should steamroll 
  through. When possible, use this as a guide to know 
  when to tweak the enemies and encounters. If it doesn’t 
  say, assume the scene should present a challenge to the 
  power levels of the players.
  A Note on Loot and Looting
  Gamemasters should be careful what they allow play-
  ers access to, because they can and will try to steal 
  everything not nailed down (and even then, they often 
  have pry bars and claw hammers to deal with those 
  nails). Shadowrun Missions operate under the assump-
  tion that two players who have run the same missions 
  will have roughly the same amount of resources avail-
  able to them (give or take some negotiation and a little 
  bit of minor loot fenced), so when players are able to 
  steal and fence a lot of gear or are able to get their 
  hands on high-priced vehicles, cyberdecks, or foci, it 
  
  INTRODUCTION
  5
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  can unbalance the game and make it unfair to players 
  who didn’t have the opportunity to get those items. 
  Gamemasters should avoid letting the players get into 
  a position to do high-value looting whenever possible.
  Chicago, The CZ, Noise, and 
  Background Counts
  While for many the Chicago and the Bug City Contain-
  ment Zone are synonymous, the CZ comprises less 
  than one-third of the total landmass of the city of Chi-
  cago proper, not counting suburban areas and farm-
  lands connected to the city. But the CZ is still big, and 
  it is the rotted, gutted, feral heart of the Windy City. It 
  starts at 115th Street to the south and runs nearly thir-
  ty kilometers north to Belmont Avenue, and reaches 
  from the Lake Michigan on the east to an average of 
  fifteen kilometers inland to Harlem Avenue on the 
  west. A mass of torn-down buildings and hastily erect-
  ed barricades were added to and reinforced over the 
  three-year period that the Containment Zone was in 
  effect, and even now nearly twenty years later this bar-
  rier stands as an imposing divide between the Zone 
  and the outside world. Anyone can supposedly freely 
  travel between the Zone and Chicago proper, but Lone 
  Star watches those coming out and the gangs and war-
  lords watch those going in very closely.
  Between the Cermak Blast, the bugs, the debilitating 
  effects of FAB III, and years of death and metahuman 
  misery, astral space in and around the Zone is horrible. 
  Unless otherwise noted in the scene, assume a default 
  background count of 2 anytime characters are within 
  the Containment Zone. The count fluctuates wildly at 
  times, so players should expect to encounter everything 
  from high background counts and mana voids to 
  various aspected backgrounds and mana warps. 
  (See Background Count sidebar for full rules. Future 
  Shadowrun, Fifth Edition rulebooks may supersede these 
  rules). Areas of Chicago outside the CZ may also suffer 
  background count bleed from the Zone.
  Besides the background count, the CZ is a virtual 
  nightmare for deckers and technomancers. The 
  persistent low-level background radiation coupled 
  with a distinct lack of modern matrix broadcasting 
  equipment through the area results in a high level of 
  constant background Noise that makes even basic 
  matrix communication difficult. Noise levels will vary 
  from area to area, but unless otherwise specified in the 
  scene, assume a default Noise level of 2 anytime the 
  characters are within the Containment Zone. 
  Paperwork
  After running a Shadowrun Missions adventure, there 
  are several important pieces of paperwork that need 
  to be filled out.
  The first is to make certain to distribute a copy of 
  the adventure’s Debriefing Log to each player. As the 
  gamemaster, please make certain to fill this out and 
  sign off on it for each character. In the interests of time, 
  you may have each player fill out the sections, with 
  appropriate values that you give them. Please consider 
  the PCs’ actions in the scenario when providing 
  Reputation modifiers, per those rules (p. 372, SR5).
  The second is to make sure that all players have 
  updated their character’s Mission Calendar. PCs are 
  allowed to go on one run per week. The calendar is 
  used to track the character’s monthly lifestyle expenses, 
  adventures, and their downtime exploits.
  Finally, once an adventure is completed gamemasters 
  should head over to the official Shadowrun forums 
  at forums.shadowruntabletop.com and look in the 
  Shadowrun Missions section. There will be a section to 
  post the outcome of the Missions adventure. Future 
  adventures will be affected by these results. Without 
  gamemaster feedback, the PCs’ exploits will be unable 
  to affect the larger campaign.
  BACKGROUND COUNTS
  Background counts impose a negative dice pool penalty 
  equal to their rating for all tests that are linked to or utilize 
  magic in any way (i.e., spellcasting, summoning, assensing, 
  any test made while astrally projecting, and any active skill 
  that benefits from active adept powers such as killing hands, 
  critical strike, great leap, or improved skills, etc). Dual-
  natured creatures and spirits suffer this penalty to all actions.
  Aspected background counts grant a boost to any 
  limit that utilizes magic in any way (see above) to any 
  metahuman, spirit, or dual-natured creature that matches 
  the aspected domain. This includes spellcasting Force 
  limits, so spellcasters need to be careful as it can be hard to 
  control the additional surge of mana. Any magically active 
  being that does not match the aspected domain should treat 
  this as a normal background count and suffer penalties.
  Background counts above 12 are called either a flux (for 
  aspected domains) or a void (for magically dead zones), and 
  are very dangerous. Any being that is magically or astrally 
  active in any way (dual natured, astrally perceiving, casting 
  a spell, has an active adept power, has an active foci, etc.) 
  takes background count – 12 unresisted Stun Damage each 
  turn that they are active and exposed to the flux or void.
  
  MISSION SYNOPSIS
  6
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  Sarah Silverleaf has learned from the CEO of Valley Rose 
  Pharmaceuticals (during her company’s acquisition of 
  Valley Rose) that the company had been researching a 
  vaccine against FAB before the bugs arrived and every-
  thing went to hell. Darryl Rose is a bit timid in his busi-
  ness strategy, and he has moved the company’s focus 
  from Awakened diseases to addiction therapy and 
  has not pursued his grandfather’s old research. Sarah 
  hires the shadowrunners to go fetch the information 
  ostensibly needed to prove their claim of ownership 
  on the old site, but she is really sending them after the 
  research material so that Renraku can use it to find a 
  way to keep their mages safe if the megacorp were to 
  do something nasty, like secretly start mass-producing 
  their own version of weaponized FAB-III.
  Maggie Goldberg gets wind of what’s going on 
  when Sarah takes a meeting with her boss at MCT, Ito 
  Takahara. Maggie has access to further information—
  that the Valley Rose research offices are inside the 
  Cermak blast zone, and that some combination of the 
  vaccine and the warped radiation changed the found-
  er of Valley Rose into a toxic shaman. She is instructed 
  to help the runners, and contacts them with an offer to 
  sell the pay data to her instead so that neither corp gets 
  their hands on something so wrong. She suggests they 
  talk to Lothan the Wise to get the lay of the land in that 
  slice of the old CZ.
  Lothan knows the layout of where they’re going, and 
  he tells them they’ll never manage on their own. He has 
  fought the Founder and claims to have won, but he lost 
  an old focus of his. He’ll give the runners whatever in-
  formation he can if they agree to bring it back to him—
  assuming they survive.
  On the way into the former CZ, the runners are am-
  bushed by a local minor gang, whose leader is getting 
  increasingly pissed that all these new people are com-
  ing into HIS neighborhood without even a by-your-leave 
  and getting all involved in biz that he sees as rightfully 
  his. A local who goes by the name of Goober sees it go 
  down and offers to help the runners fix their vehicle in 
  exchange for some barter they’ll probably have on them, 
  like extra clips of ammo. If they mention the job to him, 
  he offers them some merchandise in exchange for one 
  of the medical drones the gang is rumored to possess.
  When they get to the research facility, it is close 
  enough to the blast site that they have a limited time 
  before they start feeling the effects of the radiation. 
  There are squatters still living in the above-ground por-
  tions—a minor warlord and his gang, who run errands 
  for the Founder. The medical drone Goober is looking 
  for is upstairs with the warlord. The vaccine information 
  is on an old node in the basement. It’s disconnected and 
  unpowered, but that’s where the Founder calls home. 
  He’ll have Lothan’s focus on him, but it is bound to him 
  now. And he won’t give up it or any other of his toys 
  without a fight.
  MISSION SYNOPSIS
  
  SCENE 1
  7
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  SCENE 1: 
  PLANS LIKE THIS  
  DON’T ALWAYS FAIL
  Scan This
  The runners are introduced to Sarah Silverleaf and are 
  given the details of what she claims is a simple data 
  recovery job at the edge of the Cermak blast zone.
  Tell It to Them Straight
  Daylight in Chicago is not much different then daylight 
  anywhere else in the UCAS, if you ignore things like the 
  broken skyline, the ever-present stench, and the lack of 
  a decent soykaf. At least the overnight rains have kept 
  the smog from being too bad.
  Daylight is also a little earlier than you’d prefer your 
  fixer to call you, but at least she waited until the hour 
  had moved out of the “ungodly early” range and into 
  merely “unpleasant.”
  “Quit your bellyaching, chummer,” she says when 
  you answer your commlink. “I got biz for you, and it’s 
  paying real, live cred. Simple data recovery, null persp. 
  You’ll meet your Ms. Johnson at the Gale Street Inn on 
  North Milwaukee. Oh, and pack your iodine pills.”
  Behind the Scenes
  Sarah Silverleaf, who will always refer to herself as Ms. 
  Johnson, is waiting for the team when they arrive, sip-
  ping on a glass of what appears to be white wine. She 
  is obviously dressed to impress—or seduce—and will 
  focus her attentions on winning over the member of 
  the team most likely to find her attractive in order to 
  distract him into taking the job without too many ques-
  tions or negotiations. She will be as flirtatious and se-
  ductive as she needs to be to keep his attention with-
  out alienating the rest of the team.
  The runners are encouraged to order a meal—on 
  her—while they conduct negotiations. Sarah does not 
  order anything and, if asked, explains that the inn has 
  been known to serve real meat when it’s available, and it 
  doesn’t agree with her system. She chose the restaurant 
  specifically to put the runners at ease, assuming they 
  will be much more pliable with some real food in their 
  system.
  Sarah explains that she wants the runners to retrieve 
  some files from an offline node in a building inside the 
  former CZ in order to demonstrate ownership of the 
  building and its contents. The interests she represents 
  have recently acquired the company that owns that 
  property, and she wishes to ensure that her employers 
  get the full value for their nuyen. She offers the runners 
  5,000 nuyen (+ 500 nuyen for each successful net hit 
  on a contested Negotiations Test, up to a maximum of 
  2,500 nuyen extra).
  Once the runners agree to the job, she explains that 
  the necessary data exists in an offline node that resides 
  in the basement of the former Valley Rose Pharmaceu-
  ticals building on the corner of South Racine Avenue 
  and West 20th Place. A successful Chicago Geography 
  or Radiation Hotspots (2) Test allows the runners to 
  recognize that the location is still within the radiation 
  zone. Sarah tells the runners that she wants the node 
  delivered to her intact. If asked, she tells the runners 
  that her employers don’t have an interest in any other 
  equipment or souvenirs that may be in the building, and 
  so the party is free to scavenge what they will. Her only 
  concern is the node.
  VALLEY ROSE 
  PHARMACEUTICALS
  VRP is a privately owned pharmaceutical company 
  founded by Paul Rose in 2035, specializing in Awakened 
  drugs and treatments for magical maladies. The corporate 
  headquarters are currently located in Gary, Indiana. The 
  original headquarters and R&D facility was at 2035 S Racine 
  Ave. Paul always took a very personal interest in the research, 
  frequently assisting the chemists at the R&D facility. He 
  was working at the facility when the containment zone was 
  erected in 2055 and, despite the best efforts of his son and 
  acting CEO, Steven Rose, he was not able to convince Lone 
  Star to allow the company to extract Paul. When the Cermak 
  blast went off on October 1st of that year, the proximity of the 
  facility to ground zero made it almost a certainty that none of 
  the remaining employees survived. Steven ceased all further 
  efforts to recover his father or the rest of their people and 
  was confirmed as CEO in November of the same year.
  The current CEO is Darryl Rose, grandson of the original 
  founder. His father had started expanding the company’s 
  portfolio by branching out into other therapeutic areas, and 
  Darryl has continued along that same business model until 
  Renraku purchased the company earlier this year.
  
  SCENE 1
  8
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  Pushing the Envelope
  There’s really not much to push here. Sarah will not 
  get involved in anything violent except as a last re-
  sort, preferring to talk her way out of any problems. 
  The restaurant itself has minimal security, preferring 
  (like most places in the Chicago area) to allow peo-
  ple to carry weapons as long as a modicum of effort 
  has been made to conceal them and trusting that the 
  knowledge that everyone else is armed will keep the 
  violence to a minimum.
  Debugging
  This is a straightforward meeting with Ms. Johnson. The 
  only things that could really go wrong is if the runners 
  either decide to start a fight in the restaurant or refuse 
  the job. If the runners do decide to get rowdy, give Sar-
  ah a pair of bodyguards that will fight a rearguard ac-
  tion to slip out with Sarah through the kitchen. In either 
  case, skip ahead to Scene 2 and modify what Maggie 
  says to the runners based on their actions here.
  Security (Profession Rating 5)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  6
  5 (7)
  5 (7)
  4 (6)
  4
  4
  5
  3
  1.9
  Initiative: 10(12) + 3D6
  Movement: 10(14)/20(28)/+ 2
  Condition Monitor: 11
  Limits: Physical 7(9), Mental 6, Social 4
  Armor: 18
  Dice Pools: Blades 14, Clubs 14, Etiquette (Corporate) 9(11), 
  Firearms skill group 16, Gymnastics 14, Intimidation 7, 
  Perception 11, Unarmed Combat 14, Running 12
  Augmentations: Cybereyes [Rating 2, w/ flare compensation, 
  image link, low-light vision, smartlink, thermographic vision], 
  muscle augmentation 2, muscle toner 2, wired reflexes 2
  Gear: Full body armor & full helmet (w/ chemical seal and 
  Renraku insignia), Erika Elite commlink (Device Rating 4)
  Weapons: 
  Ares Alpha [Assault Rifle, Acc 5(7), DV 11P, AP –2, SA/BF/FA, 
  RC 2, 42(c)]
  Ares Predator V [Heavy Pistols, Acc 5(7), DV 8P, AP –1, SA, 
  RC 2, 15 (c)]
  Stun baton [Club, Acc 4, Reach 1, DV 9S(e), AP –5, 10 charges]
  Knife [Blades, Acc 5, Reach —, DV 7P, AP –1]
  
  SCENE 2
  9
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  SCENE 2: 
  WHO NEEDS A PLAN  
  WHEN YOU’VE GOT LUCK?
  Scan This
  Maggie Goldberg gets wind of what’s going on when 
  Sarah takes a meeting with her boss at MCT, Ito Taka-
  hara. She has further information that Sarah doesn’t—
  the Founder is still alive, and he is now a toxic shaman. 
  Maggie offers to help the runners, and she contacts 
  them with an offer to sell the paydata to her instead. 
  She suggests they talk to Lothan the Wise to get the lay 
  of the land in that slice of the old CZ.
  Tell It to Them Straight
  Maybe it’s a good thing your fixer got a hold of you 
  while the sun was still shining. Even a milk run can go 
  pear-shaped fast after dark in the CZ and, if things go 
  well, you can get this job in the bag and be out enjoy-
  ing your cred before the bars close. Of course, that’s 
  when your commlink chirps. You don’t recognize the 
  icon—a sparrow with jade green eyes.
  “Greetings,” says the female voice politely. “You 
  don’t know me, but I believe we have a mutual acquain-
  tance … tall, blond, and wearing clothes three sizes too 
  small for polite society? I know what she’s asking you 
  to do, and I think we can help each other. Would you be 
  willing to meet with me?”
  Behind the Scenes
  This scene should take place after the runners have 
  left the meet with Sarah Silverleaf and started their ini-
  tial intelligence gathering, but before they get into the 
  containment zone itself.
  Maggie meets the runners at any reasonable lo-
  cation; if they are unable to decide on a location, she 
  suggests a quiet walk in Cricket Hill Park. She wears a 
  long, hooded coat to hide her clothes and shadow her 
  features, making any attempts at recognition more dif-
  ficult (–2 dice pool penalty to any Perception or Mem-
  ory Tests involving specifically identifying he). She will 
  not even hint at her true employer.
  Maggie was tasked by her boss to assist the team in 
  acquiring the node because he knows that the informa-
  tion inside the node isn’t just proof of ownership for the 
  property, but the research notes for a potential vaccine 
  against FAB-III. Maggie knows about the toxic shaman 
  known as The Founder living in the former VRP build-
  ing, and she suspects that he is Paul Rose. Unlike Taka-
  hara, she knows that the building is inside the original 
  radiation zone from the Cermak blast and suspects that 
  the transformation was caused by a combination of the 
  vaccine and the radiation. She is afraid of what either 
  Silverleaf or Takahara would do with the data when they 
  learn about him, so she offers the runners 3,000 nuyen 
  (+ 500 nuyen for each successful net hit on a contested 
  negotiations test, not to exceed Sarah Silverleaf’s offer) 
  to turn over the node to her. She’s desperate to keep 
  the research notes out of Silverleaf’s hands, so she will 
  tell them they’re not getting the whole story from their 
  Johnson and offer to put them in touch with someone 
  who can help them if they agree to sell to her. Allow the 
  runners a second Negotiation Test if they stay to listen. 
  As a last resort, she tells the runners what’s really on the 
  node and some of her suspicions in order to appeal to 
  their better nature.
  If they accept her offer, she tells them what she knows 
  about the node and directs them to a troll mage name 
  Lothan who’s familiar with the area. He runs a talismon-
  ger shop out of the old Miller’s Pub on Wabash. She says 
  that “He’s a bit full of himself, but he really has been there 
  and done that, so don’t take it personally. Tell him that 
  Goldberg sent you; that might soften him up a little.”
  If the runners don’t take Maggie up on her offer, 
  she lets them know that the offer stands if they should 
  change their mind and wish them luck. She leaves a 
  contact number with them. In accordance with her boss’ 
  orders to help the team, she makes sure they are aware 
  that the VRP building is close enough to the Cermak 
  blast site to still have measurable radiation. She also 
  warns them that the area is claimed by The Hot Dawgs, 
  a small but ultra-violent gang. As a show of good faith, 
  she tells them that Lothan may be able to help them. 
  She will not, however, give them her name.
  Pushing the Envelope
  If more challenge needs to be added, a local gang 
  could either attack Maggie and the team. Alternative-
  ly, two gangs could start fighting over turf around the 
  runners. Use the stats for gang members from Scene 5. 
  Maggie Goldberg needs to make it out of the scene in 
  one piece, so go cinematic for her portions of any fight 
  if necessary to allow her to slip away.
  Debugging
  If the runners start a fight with Maggie, she defends 
  herself for one Combat Turn until a team of MCT body-
  guards who had been discreetly waiting out of earshot 
  intervenes. Use the stats for the bodyguards in Scene 1. 
  Maggie needs to get out of this scene, the bodyguards 
  should do what is necessary to ensure she stays alive.
  
  SCENE 3
  10
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  SCENE 3:  
  MODEST? NO, NOT 
  EVEN A LITTLE
  Scan This
  Lothan the Wise knows the area around the blast zone, 
  including the VRP building. He has very little respect 
  for the runners, assuming they’re young upstarts who 
  don’t know what a real run is like in the Windy City. 
  He has fought the Founder, and claims to have won, 
  but lost an old focus of his in the battle. He’ll give the 
  runners whatever information he knows if they agree 
  to bring it back to him.
  Tell It to Them Straight
  Miller’s Pub was probably one of those upscale holes-
  in-the-wall back in the day, but the time spent on the 
  wrong side of the CZ ripped the word “upscale” off of 
  the description like a bloody bandage. The interven-
  ing years spent in the middle of a virtual warzone have 
  cemented the hole-in-the-wall image, though it has 
  managed to stay in much better shape than a lot of 
  the buildings in the area. A flickering AR sign—proba-
  bly due to unreliable wireless—paints the pub’s name 
  in old-school neon.
  Behind the reinforced metal door, the inside of the 
  pub is full of comfortably polished wood and old pho-
  tographs, some of which are over a century old. There 
  are a few patrons inside—a goth-punk human female in 
  leather riding gear and gang colors eating lunch with 
  a cybered-up male dwarf in coveralls, a couple of ork 
  males having a quietly heated discussion in a booth to-
  ward the back, and a human male in a clean but thread-
  bare suit silently nursing a drink at the far end of the bar.
  At the near end of the bar is a particularly big and 
  burly looking troll, with deep lines in his face and short-
  cropped hair gone to grey. He turns to look as you 
  come in, obviously sizing you up before turning back 
  to his glass.
  “Children,” he snorts before throwing back the rest of 
  his drink in one swallow. “Every year, they get younger 
  and younger. All right, infants—amuse me. Tell me what 
  the job is, and how you think you can do it faster, cheap-
  er, and quieter than anyone else. Then old Lothan here 
  will tell you how you’re wrong, and what you need to do 
  to actually survive your own ignorance.”
  Behind the Scenes
  The human female is Becky 99, but she generally won’t 
  interact with the runners. If any of them have her as a con-
  
  SCENE 3
  11
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  tact, she gives them a quick hello and makes it clear to 
  them that she’s busy. The dwarf is Goober. He sizes up the 
  runners, but otherwise pays very little attention to them. 
  Lothan “the Wise” is a retired runner who knows this 
  part of the CZ like the back of his warty hands. He’s a 
  retired runner and operates a talismonger’s shop out of 
  the basement of the pub. Little Mel, the huge human 
  bartender and owner-by-default of the building, lets him 
  have the space and never overcharges him for food or 
  booze. His favorite phrase is, “If you think I’m big, you 
  should see my brother.” In exchange, Lothan helps keep 
  the area around the pub and shop safe. Of course, “safe“ 
  is a relative term in Chicago. He’s got an ego twice his 
  physical size, but he has actually earned the right to 
  have some of it over the years. Most of the local gangs 
  and warlords respect him, or at least don’t want to get 
  on his bad side, and so they keep their people from 
  making trouble on his block.
  Lothan knows where the VRP building is. He doesn’t 
  go near it if he doesn’t have to. He claims the radiation 
  makes his teeth itch, but his reluctance to approach is 
  mostly due to The Founder. The two of them have been 
  scuffling magically for years. At one point it turned into 
  a pretty serious astral duel that was fought to a draw 
  when their actions woke a nest of dormant roach spirits. 
  They both fought their way free, but Lothan lost a sus-
  taining focus (Manipulation, Force 3) and hasn’t forgiv-
  en The Founder for that yet.
  He won’t give the runners the time of day unless they 
  either say that they’re running against VRP or mention 
  that Maggie sent them. If they mention VRP, he starts 
  griping about The Founder and tells them a highly spun 
  version of their fight. If they mention their meeting with 
  Maggie, he’ll say, “You’re the team she told me about? 
  She’s a sweet child and all, but damn if she’s got lousy 
  taste in associates. Listen close, youngsters, because 
  you’re going to need to hear what I have to say. You 
  might want to pull up a chair.”
  In either case, by this point the team should learn 
  that they are up against a toxic shaman. If Maggie 
  sent them, Lothan tells them about the gang living in 
  the building itself and warns any Awakened characters 
  about a background count by saying, “Now, that sha-
  man in there calls himself The Founder. Quite a dirty 
  piece of work. He’s either half insane or stuffed to the 
  brim with whatever pharmaceuticals he got his hands 
  on. Or a combination of the two. Either way, he’s been 
  holed up in that ruin a long time now and really made 
  himself nice and cozy. And by cozy I mean he’s living 
  in an environment that would cripple any normal spell-
  caster. Unless you want to draw his attention by cleans-
  ing the place—and I don’t think any of you are quite po-
  tent enough to handle that, or that The Founder is going 
  to sit idly by an allow that—you are going to need to be 
  prepared to be slightly magically impaired for the dura-
  tion of your travails.”
  As for the gang, he’s very dismissive of the threat 
  they represent. “The local gang is known amusingly 
  as the Hot Dawgs. They’re really just a bunch of bored 
  toddlers who like to indulge in random violence. Typi-
  cal thrill gangers. They get their jollies roughing up the 
  other locals, but they aren’t nearly as dangerous as they 
  think. If they hadn’t fallen in with The Founder, they’d 
  have been gobbled up by some other gang—any other 
  gang—a long time ago.”
  If the team stays reasonably respectful and doesn’t 
  mouth off, he mentions the focus he lost in his last 
  major fight with The Founder. If the team returns it to 
  him, he’s willing to swap them some of his goods for 
  it. (Availability 12 or less magical goods, total value of 
  5,000 nuyen + 250 nuyen for each net hit on a Negoti-
  ations Test, maximum of 4.)
  If the teams gets nasty with Lothan, he tells them not 
  to let the door hit them in the ass, and he does not offer 
  them any further information.
  Pushing the Envelope
  There’s really not much to push inside the pub, be-
  cause no gangs will cause trouble on Lothan’s turf, the 
  other patrons want nothing more than to mind their 
  own business, and Lothan considers the runners to be 
  not worth the effort to smite.
  Debugging
  The only thing that can go really wrong is if the runners 
  pick a fight with Lothan. He won’t kill them, because 
  he doesn’t think they’re worth the Drain for that. He 
  needs to survive for future adventures, so do what you 
  need to in order to convince the runners that picking a 
  fight with him is a very bad idea. Emphasize how none 
  of the local warlords are willing to cause trouble for 
  fear of getting on his bad side. In the worst case, he’ll 
  Stunball the team into unconsciousness and have them 
  thrown out into the street to sleep it off.
  
  SCENE 4
  12
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  SCENE 4:  
  WE SHOOT HORSE THIEVES HERE … 
  Scan This
  En route to the VRP building, the runners are jumped by 
  a gang of local toughs who are looking to make a name 
  for themselves and chase off all the new blood that 
  keeps coming through town. The gangers aren’t partic-
  ularly tough, but the runners need to act fast if they want 
  to keep their gear, particularly their vehicles, intact.
  Goober sees the party get jumped and is impressed 
  by how well they handled themselves. He offers to help 
  them with directions or to make any repairs that might 
  be necessary in exchange for a few clips of ammo. If the 
  runners mention details of their job, Goober offers to 
  get them equipment in exchange for a medical drone 
  that can be found in the VRP building.
  Tell It to Them Straight
  The drive through the CZ is a long, slow process made 
  even longer and slower by the broken pavement and bro-
  ken-down wrecks. Getting any decent speed in the road 
  is impossible if you value your vehicle’s suspension.
  Then it looks like you’re going to be moving even 
  slower, Up ahead, two cars block the road as their driv-
  ers stand and shout obscenities at each other in a bas-
  tard mix of English, Spanish, and Or’zet. Time to careful-
  ly make your way through another obstacle
  Behind the Scenes
  With all the biz bringing new faces into different sec-
  tions of the city, some of the local gangs are getting 
  touchy about runners, or anyone else, pushing into 
  their turf. This particular crew has set up an ambush for 
  the next set of strangers to cross their territory. They’re 
  not a particular skilled crew, but they’re smart enough 
  to go after a group’s ride in order to strand them for 
  later pickings.
  Four gangers are lying in wait in an abandoned build-
  ing near the stages argument. They wait for the best 
  moment to stage an ambush, but if the runners smell a 
  rat and try to turn tale and run, they come out quickly. 
  They want to slow the runners down first; then they’ll 
  move in to do more damage and maybe get their hands 
  in whatever valuables the runners may have.
  Gangers (Profession Rating 1)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  3
  3
  3
  3
  2
  2
  3
  6
  Initiative: 5 + 1D6
  Movement: 6/12/+2
  Condition Monitor: 10
  Limits: Physical 5, Mental 3, Social 4
  Armor: 9
  Dice Pools: Blades 8, Etiquette (Street) 5(7), Intimidation 7, 
  Longarms 8, Perception 5, Unarmed Combat 7
  Qualities: Toughness
  Gear: Armor vest, Meta Link commlink (Device Rating 1), 1 dose 
  of cram
  Weapons: 
  Colt M23 [Assault Rifle, Acc 4, DV 9P, AP –2, SA/BF/FA, RC 
  —, 40 (c)]
  Knife [Blade, Reach —, Acc 5, DV 5P, AP –1]
  There are a number of gangers equal to the number 
  of players. They flee if half their number or more are in-
  capacitated. They focus their fire on the vehicle(s), tak-
  ing out out the tires before trying to shoot out the win-
  dows to get at anyone inside the vehicle itself. Once the 
  tires are flat, though, they will turn their attention to any 
  runner who has been actively shooting or casting direct 
  damage spells at them.
  The dwarven mechanic Goober is watching the festiv-
  ities from his Gaz-Willies Nomad around the corner. After 
  the runners chase off the upstart gangers, he approaches 
  the team (with his hands up to show them that he’s not 
  pointing a gun at them) and say, “Ease down there, fellas; 
  I ain’t here to start anything. Saw how you handled them 
  dumbasses. I maybe can help you, if you need it.”
  Goober is willing to trade five clips of regular ammo 
  (or anything with Availability 6 or less). Alternately, he’ll 
  take at least 2 clips of something more exotic, like APDS 
  (Availability 8R or higher, or any Forbidden ammo) to 
  tow the runner’s vehicle to the mechanic shop he has in 
  the back of his bait store near the lake and repair their 
  vehicle until it’s road-worthy again, though the bullet 
  holes are just patched and he does nothing for the paint 
  job. If no vehicle repairs are needed, he can offer direc-
  tions for a safe route to the runners’ destination, though 
  he is not familiar with the specific building the runners 
  are targeting.
  He will make small talk while he works, asking the 
  runners about past jobs, local biz, and anything else 
  they’re willing to talk about. If they mention Valley Rose 
  Pharmaceuticals, he rolls himself out from under their 
  vehicle and look interested.
  
  SCENE 4
  13
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  “Valley Rose, you say? Don’t know much about that 
  place—too hot round there for me to get real curious, if 
  you catch my drift—but I hear rumors. They used to do 
  medical research there, from what I hear tell, and there 
  still might be some tech I can put to good use. For parts, 
  if nothing else. Tell ya what—if you chummers happen 
  to come across one of them medical drones the rumor 
  mill said they used to have there and bring it back to me, 
  I might be able to hook you up with some inventory.”
  Goober offers the team a total of 5,000 nuyen worth 
  of equipment (Availability 14 or lower, no Forbidden, no 
  ammunition of any rating) + 250 nuyen for each net hit on 
  a Negotiations Test (maximum of 4) to return the drone 
  to him. He does not specify that it has to be functional.
  Pushing the Envelope
  The fight is supposed to be easily won by the runners. 
  However, if it is going too easy, the number of gang-
  ers can be increased to double the number of players. 
  Alternatively, or if more difficulty is needed, replace 
  the stats for these gangers with the gang members in 
  Scene 5.
  Debugging
  If the team’s vehicle isn’t damaged, adjust what Goo-
  ber says accordingly and skip straight to the offer of 
  hardware for the medical drone in the VRP building. If 
  the gang members are winning the fight, Goober can 
  jump in and help chase them off. He would then offer 
  to assist the runners with their repairs out of pity rather 
  than respect.
  
  SCENE 5
  14
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  SCENE 5: 
  GET ‘EM, RAY!
  Scan This
  The team enters the VRP building to discover that the 
  local gang they had been warned about has made the 
  remnants of the building their personal clubhouse. The 
  proximity of a toxic shaman gives the inside of the 
  blasted shell of a building a background count, which 
  has driven their own shaman a little more mad.
  Tell It to Them Straight
  You’ve seen (or at least heard of) the Shattergraves—
  the twisted wrecks of metal and concrete that are 
  all that remain of some mighty proud structures. It’s 
  home to nothing but the mad and the dead. Well, this 
  area of the CZ could probably be considered its dirtier 
  little cousin. The few people you see on the street give 
  you a wide berth and watch you with cold, wary eyes.
  As you approach the address you were given, your 
  radiation alarms let you know that this is not a good 
  place to set up housekeeping. It’s not hot enough here 
  outside the half-collapsed building to cause you any im-
  mediate issues—the blast was a good twenty years ago, 
  after all—but the sickening feeling of wrong is impossi-
  ble to shake off.
  Maybe it’s the building itself. A dilapidated sign still 
  proclaims this to be the home of Valley Rose Pharma-
  ceuticals, though the rest of the sign has long since fall-
  en or been scavenged for scrap. The southern third of 
  the building—the side closest to Cermak Avenue—has 
  crumbled into nothing but a pile of rubble. The front 
  door, however, opens to West 20th and has survived in-
  tact, as has the third of the building around that door. 
  The middle third of the building is questionable, struc-
  turally speaking.
  At first glance, the place seems deserted.
  Behind the Scenes
  The building is two stories above ground and one be-
  low. The rear two-thirds of the building—mostly the old 
  manufacturing and packaging areas—is nothing but a 
  
  SCENE 5
  15
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  rubble pile. The small but ultra-violent gang known as 
  the Hot Dawgs has reached an agreement with The 
  Founder and claimed the aboveground portions of the 
  building. There is a background count of 1 inside the 
  building on the first and second floors.
  The first floor is left mostly empty, as a buffer be-
  tween themselves and the shaman. They keep a sentry 
  on station there, hidden behind stacks of piled-up office 
  furniture and broken equipment, both to guard the door 
  as well as to keep an eye on the shaman. He can be 
  spotted with a successful Perception + Intuition [Men-
  tal] (3) Test.
  The rest of the gang resides in the laboratory space 
  on the 2nd floor. If the sentry is able to warn them about 
  the runners, they will have taken defensive positions be-
  hind the lab benches, giving them all good cover. Party 
  Girl will have already summoned a Force 4 air spirit to 
  conceal her and Hound, as well as to assist with coun-
  terspelling. If the gang members are caught unawares, 
  they will be spread throughout the second floor. If the 
  runners do not come upstairs, and the sentry is left 
  alone, they will take up defensive positions on the first 
  floor and wait for the runners to come back up from the 
  basement. Under no circumstances will the gang mem-
  bers willingly enter the lower level.
  There are the same number of gang members as 
  there are players (in addition to Hound and Party Girl). 
  Party Girl has been driven more than a little mad by the 
  background count, and she focuses on counterspelling 
  and other defensive spells, specifically protecting her-
  self and Hound. She takes offensive action if she thinks 
  she can do so relatively safely, and almost always casts 
  recklessly.
  Hound takes up a sniping position and avoids any 
  close-quarters confrontation. If it looks like the Hot 
  Dawgs are going to be defeated, he will attempt to have 
  Party Girl hide them both while they escape through the 
  rubble. If trapped by the runners, he will do or say what-
  ever he can to save his own life.
  The medical drone that Goober is interested in is hid-
  den under a ratty old blanket in the corner office that 
  Hound has claimed as his room. He’s hiding it so that no 
  one in his crew tries to swipe it themselves, but he won’t 
  sell it unless he’s desperate because he keeps hoping to 
  pull in a hacker who can make it work for them. It’s not 
  functional, but a successful Hardware + Logic [Mental] 
  (2) Test allows the character to notice the power source 
  was the only thing really damaged, apart from a few 
  dents. An Hardware + Logic [Mental] (5, 10 minutes) 
  Extended Test gets it running again if the runners are 
  willing to sacrifice the power source from one of their 
  own drones; if they’re not, they need a Hardware + Log-
  ic [Mental] (8, 10 minutes) Extended Test to jury-rig it 
  from a commlink. Treat the drone as a Rating 6 medkit 
  with a Rating 3 first aid knowsoft.
  THE CERMAK BLAST
  Excerpted from Beware the Bomb, by PROF.TED
  Early on the morning of October 1, 2055, an unknown 
  person or persons detonated a nuclear weapon at a local 
  power facility in the vicinity of Cermak and Racine. This peak-
  load facility was designed to provide assistance to the local 
  power grid in times of high consumer demand. It was not, as 
  popular rumor suggests, a secret corp nuclear power plant 
  or research facility that the bugs caused to malfunction. 
  As best as can be determined, that site was the home of a 
  vast multi-species hive of insects on the verge of releasing 
  a tidal wave of new insect spirits. The nuclear blast was 
  apparently intended to destroy them before that event took 
  place. I have been unable to determine whether or not the 
  blast accomplished its goal, but the puzzling effects left by the 
  detonation can be easily documented.
  The detonation seemed to cause surprisingly little 
  damage. Evidence indicates that the weapon had a small 
  yield, perhaps less than a kiloton. Certainly portable, the 
  weapon may have been small enough to fit inside a standard 
  briefcase. Despite the relatively small yield of the bomb, 
  theoretically the detonation should have destroyed the plant 
  and most non-hardened structures within a radius of three-
  quarters of a kilometer. It didn’t. Take a look for yourself—just 
  don’t get much closer than 500 meters. The blast effects at 
  200 meters resemble the expected effects at 1,000 meters. 
  A crater marks the center of the blast, so I think we can 
  safely assume the bomb detonated as it was designed to. 
  Additionally, pulverized debris covers an area immediately 
  around the center of the blast, though in most circumstances, 
  debris would be blown outward and away from the center. 
  The crater itself offers a puzzle; its radius is slightly less than 
  100 meters, but it’s deep. No one has measured it yet, but the 
  hole extends much farther down than it should.
  The radiation effects of the blast prompt even more 
  questions about what actually happened. Tac-nukes are 
  designed to produce low-radiation yields so that a military 
  force can occupy the site of a blast immediately and remain 
  relatively safe from radiation poisoning. Even so, tac-nuke 
  detonations always leave measurable evidence of radiation. 
  But beyond 150 meters of this blast center, there’s nothing 
  that cannot be attributed to blown particles. Within 100 
  meters, however, the radioactive-contamination levels nearly 
  match those left by 20-kiloton weapons.
  What does it all mean? Well, were it not for the radiation, I’d 
  say the Cermak Blast wasn’t nuclear at all. In fact, some type of 
  magical conflagration seems the only plausible explanation for 
  the effects at the site. Still, reliable sources have assured me 
  that a nuclear blast occurred at Cermak and Racine.
  Go ahead and investigate for yourself—just don’t get too 
  close.
  
  SCENE 5
  16
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  Hot Dawgs (Professional Rating 3)
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  3
  4
  3
  3
  2
  3
  3
  6
  Initiative: 7 + 1D6
  Movement: 6/12/+2
  Condition Monitor: 10
  Limits: Physical 5, Mental 4, Social 5
  Armor: 12
  Dice Pools: Clubs 6, Perception 6, Pistols 7, Running 6, Unarmed 
  Combat 7
  Gear: Armor jacket, contacts (capacity 2, image link, smartlink), 
  2 dose of jazz, Renraku Sensei commlink (Device Rating 3)
  Weapons: 
  Ares Predator V [Heavy Pistols, Acc 5 (7), DV 8P, AP –1, SA, 
  RC —, 15 (c), w/ smartlink, 60 rounds regular ammo]
  Knife [Blades, Reach —, Acc 5, DV 5P, AP –1]
  Party Girl, Hot Dawgs Shaman
  B
  A
  R
  S
  W
  L
  I
  C
  M
  ESS
  4
  4
  4
  3
  4
  4
  3
  5
  6
  5
  Initiative: 7 + 1D6
  Movement: 8/24/+2
  Condition Monitor (P/S): 10/10
  Limits: Physical 5, Mental 5, Social 7
  Qualities: Magician (Shaman—Seducer)
  Armor: 12
  Dice Pools: Assessing 8, Automatics (Machine Pistol) 8 (10), 
  Blades 6, Con 11 (13), Conjuring skill group 9, Counterspelling 
  5, Etiquette (Street) 8 (10), Perception 9, Spellcasting 10 (12 
  for Illusion spells)
  Spells: Detect Life, Heal, Light, Lightning Bolt, Mob Mind, 
  Phantasm, Physical Barrier, Powerbolt, Silence, Stunbolt
  Gear: Armor jacket, Renraku Sensei commlink (Device Rating 
  1), fluorescent green riding crop (Force 2 spellcasting focus, 
  Combat)
  Weapons: 
  Ares Crusader II [Machine Pistols, Acc 5, DV 7P, SA/BF, RC 2, 
  40 (c), w/ smartlink, 80 rounds regular ammo]
  Knife [Blades, Reach —, Acc 5 DV 5P, AP –1]
  Hound Dog, Hot Dawgs Leader
  B
  A
  R
  S
  W
  L
  I
  C
  ESS
  4
  4
  4(6)
  3
  4
  3
  5
  3
  5.1
  Initiative: 9(11) + 1D6
  Movement: 8/24/+2
  Condition Monitor (P/S): 10/10
  Limits: Physical 5(6), Mental 5, Social 6
  Armor: 12
  Dice Pools: Automatics 10, Close Combat skill group 12, 
  Intimidation 7, Leadership 8, Perception 10, Pistols 10
  Augmentations: Cybereyes [Rating 2, w/ flare compensation, 
  image link, low-light vision, smartlink, thermographic vision], 
  reaction enhancers 2
  Gear: Armor jacket, 2 dose of jazz, Renraku Sensei commlink 
  (Device Rating 3)
  Weapons: 
  Ares Predator V [Heavy Pistols, Acc 5 (7), DV 8P, AP –1, SA, 
  RC —, 15 (c), w/ smartlink, 60 rounds regular ammo]
  Knife [Blades, Reach —, Acc 5, DV 5P, AP –1]
  Air Spirit (Force 4)
  B
  A
  R
  S
  W
  L
  I
  C
  M
  EDG
  ESS
  2
  7
  8
  1
  4
  4
  4
  4
  2
  4
  4
  Initiative: 12 + 2D6
  Condition Monitor (P/S): 9/10
  Dice Pools: Assensing 8, Astral Combat 8, Exotic Ranged 
  Weapon 11, Perception 8, Running 5, Unarmed Combat 11
  Powers: Accident, Astral Form, Concealment, Confusion, Engulf, 
  Materialization, Movement, Sapience, Search, Guard
  Special: +10 meters per hit when Sprinting
  
  SCENE 5
  17
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  Pushing the Envelope
  This should be a fairly tough fight, but the easiest way 
  to increase the difficulty would be to double the num-
  ber of gang members and possibly add a second sha-
  man. Increase the summoned spirit to a Force 5 and, if 
  necessary, include a Force 5 bound spirit to assist with 
  Party Girl’s and the other shaman’s Drain.
  Debugging
  This scene is a pretty straightforward fight. The runners 
  can go all in or try to avoid it—that’s up to them.
  
  SCENE 6
  18
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  SCENE 6: 
  DO YOU REALLY THINK  
  THAT’S A GOOD IDEA?
  Scan This
  The runners make their way into the underground level of 
  the VRP building, where the old research labs used to be. 
  Paul Valley, now the toxic shaman known as The Founder, 
  makes his home and continues his research here.
  Tell It to Them Straight
  The stairwell is eerily quiet while you make your way 
  down. The flickering light throws odd, almost living 
  shadows. The uneven heat signatures from inside the 
  walls have the same effect to thermographic vision. 
  The pervasive feeling of wrong—of sickness and poi-
  son—that you felt when you first stepped through the 
  doors of this broken building gets stronger and stron-
  ger the further down you go. It’s too immediate a feel-
  ing to be caused by any lingering radiation, and too all 
  pervasive to be just nerves.
  Out of the darkness, a raspy voice cuts quietly 
  through the silence. “Two things are infinite: the uni-
  verse and human stupidity; and I’m not sure about 
  the universe. Do you know who said that?”  The voice 
  chuckles softly. “I didn’t think so, thus proving the point. 
  If you continue along this course, you will also prove 
  how infinite human—or metahuman, in this case—stu-
  pidity really is. Choose wisely, and leave now.”
  Behind the Scenes
  The quote is from Albert Einstein.
  The Founder has spent the past twenty years literal-
  ly living in this research lab and office, and the twenty 
  years before that calling it home, so he will definite-
  ly have the advantage in a fight. He will always move 
  around to have at least partial cover among the lab 
  benches, desks, and walls. There is also a background 
  count of 2 on the entire lower level, aspected toward 
  the toxic domain.
  He does not attack right away, preferring to try to 
  convince the team to leave him in peace. He is very well 
  spoken and remains polite even if the runners resort to 
  vulgarity and threats. He continues to point out the folly 
  of them staying in his small realm. For example, if the 
  runners are politely refusing to leave, he will say, “You 
  seem a decent sort. I hate to kill you.” If the runners per-
  sist, he attempts to intimidate them into giving up.
  He will establishes a Force 6 Physical Barrier at the 
  foot of the stairs as soon as he detected them coming 
  down, preventing them from entering the basement it-
  self. He also has a bound Force 6 chemical spirit and 
  is sustaining Increased Reflexes on himself (reflected in 
  the stats). He is using Masking so that he appears as a 
  Hermetic mage with Magic 3. 
  Assuming the runners don’t give up and go away, 
  he shouts “No violence, gentlemen— no violence, I beg 
  of you! Consider the furniture!” and does his utmost to 
  take down anyone he can’t chase off. The spirit conceals 
  both itself and The Founder, then focuses on chasing off 
  and distracting the runners with Fear, Confusion, and In-
  fluence. It doesn’t cast its innate spell unless and until it 
  is attacked directly. The Founder attempts to take down 
  the runners as quickly as he can, focusing on taking out 
  Awakened players first.
  The node that the team is looking for is locked in a 
  shielded cabinet in The Founder’s office. A Perception 
  + Intuition [Mental] (3) Test allows characters to notice 
  that the cabinet is different than any others in the office 
  or lab. A successful Hardware + Logic [Mental] (4) Test 
  gets the cabinet open. The server here is functional, but 
  all wireless capabilities have been disconnected from it, 
  so a decker or rigger will literally have to plug in to hack 
  it. The server has Device Rating 4 with Browse, Edit, and 
  Encryption. If the runners decrypt the files, they find cor-
  porate financial documents that would be more then suf-
  ficient to prove that the building is owned by Valley Rose 
  Pharmaceuticals. Also contained on the node are the 
  research notes on the FAB-III vaccine, as well as experi-
  mental notes detailing The Founder’s attempts to discern 
  the conditions that changed him into a toxic shaman with 
  an end goal of experimentally recreating them. A Med-
  icine or some other related Science, such as Chemistry, 
  Test with a threshold of 5 allows the player to understand 
  that the vaccine attempts ranged from ineffective to 
  painfully fatal. He was unable to replicate the conditions 
  that caused his own transformation, and he killed many 
  hapless test subjects, driving many more mad. Party Girl, 
  the Seducer shaman from the Hot Dawgs, was the least 
  broken by his experiments.
  The focus that Lothan is missing is a troll-sized bead-
  ed bracelet that The Founder has bound to himself and 
  is wearing tied to his upper arm.
  
  SCENE 6
  19
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  The Founder (Paul Valley)
  B
  A
  R
  S
  W
  L
  I
  C
  M
  EDG
  ESS
  6
  6
  6
  5
  5
  5
  5
  6
  3
  12
  6
  Initiative: 17 + 4D6
  Condition Monitor Boxes (P/S): 11/11
  Limits: Physical 8, Mental 7, Social 8
  Qualities: Magician (Toxic Shaman), Focused Concentration 6
  Armor: 12
  Dice Pools: Assensing 8, Automatics (Machine Pistol) 10(12), 
  Blades 6, Conjuring skill group 10, Counterspelling 7, 
  Etiquette (Street) 8(10), Intimidation 12, Perception 9, 
  Spellcasting 12
  Initiate Grade: 2
  Metamagics: Masking, Shielding
  Spells: Detect Life, Light, Physical Barrier, Manaball, Stunbolt, 
  Silence, Increase Reflexes, Toxic Wave, Acid Stream, Bugs, 
  Influence, Mask
  Gear: Armor jacket, Hermes Ikon commlink (Device Rating 5), 
  Spellcasting (Combat) focus (Force 3)
  Bound Spirits: Chemical Spirit (Force 6)
  Weapons: 
  Ares Crusader II [Machine Pistols, Acc 5, DV 7P, SA/BF, RC 2, 
  40(c), w/ 120 rounds regular ammo]
  Knife [Blades, Reach —, Acc 5, DV 6P, AP –1]
  Chemical Spirit (Force 6)
  B
  A
  R
  S
  W
  L
  I
  C
  M
  EDG
  ESS
  7
  6
  8
  4
  6
  6
  7
  6
  6
  3
  6
  Initiative: 14 + 2D6
  Condition Monitor (P/S): 12/11
  Dice Pools: Assensing 13, Astral Combat 12, Perception 13, 
  Spellcasting 12, Unarmed Combat 12
  Powers: Accident, Astral Form, Concealment, Confusion, 
  Enhanced Senses (Low-Light, Thermographic Vision), Fear, 
  Guard, Influence, Innate Spell (Acid Stream), Materialization, 
  Sapience, Search
  Pushing the Envelope
  If the violence level needs to be ramped up, give The 
  Founder a second bound spirit to assist him with Drain 
  and have him overcast his mass damage spells (Toxic 
  Wave and Manaball).
  Debugging
  This scene is a mostly just a straightforward fight. If 
  they runners can’t get into the cabinet containing the 
  server, allow them to find the key to the cabinet on The 
  Founder.
  
  PICKING UP THE PIECES
  20
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  PICKING UP THE PIECES
  Money
  • 
  5,000 nuyen per runner, plus 500 nuyen per net 
  hit on a Negotiation Test (to a maximum of 5 
  hits) for returning the intact node to Sarah Sil-
  verleaf. She only pays them half if the server is 
  damaged (but repairable) or if the data has been 
  accessed. She also pays half if they give her the 
  all the data (including all the research notes) but 
  not the server itself.
  • 
  3,000 nuyen, plus 500 nuyen per net hit on a 
  Negotiation Test (to a maximum not to exceed 
  Sarah Silverleaf’s offer) for delivering the intact 
  node to Maggie Goldberg.
  Karma
  • 
  1—Survived the Mission
  • 
  1—Delivered the node to Sarah Silverleaf
  • 
  1—Delivered the node to Maggie Goldberg
  • 
  1—Delivered the medical drone to Goober
  • 
  1—Returned the Foci to Lothan
  • 
  1—Defeated the Hot Dawgs
  • 
  1—Defeated The Founder
  An additional 1 to 3 points of Karma may be award-
  ed for good role-playing, a good sense of humor, a 
  solid grasp of the rules, keeping the adventure and ac-
  tion moving, or a particularly insightful action. Players 
  should earn these, and the full 3 points should only 
  be awarded to the very best players. The maximum 
  adventure award for characters who play this adven-
  ture is 9.
  Gamemaster Reward
  When running this adventure you may choose to 
  count the Missions as “played” for their personal 
  Shadowrun Missions character. You must choose to 
  do this the first time your run this Mission only, and 
  take the optional results to match those the team you 
  GMed for earned. You may not choose to wait for a 
  “better” attempt to choose your rewards. You’re on 
  the honor system here, so please don’t skew the ad-
  venture to help the players gain extra rewards just so 
  that you can get better results.
  You will earn a flat amount of karma and nuyen, re-
  gardless of how well (or poorly) the players do, listed 
  below. For other missions results and rewards that you 
  track on the Debriefing Log (Objectives completed, 
  reputation and contacts earned, etc), take the average 
  results of the group you’re GMing for. So if four out of 
  six players earned a point of notoriety, you will earn 
  one as well. If only two players out of five earn a +1 
  Loyalty with Simon, you would not get that +1 Loyalty. 
  Along those lines.
  Karma Earned: 6
  Nuyen Earned: 7,000¥
  Reputation
  During the adventure, runners may perform actions 
  that will add to their Street Cred, Notoriety, or Public 
  Awareness (p. 368, SR5). Besides the scenario-specific 
  gains listed below, gamemasters should consider the 
  characters’ actions throughout the game and award 
  additional points as appropriate. 
  • 
  +1 Street Cred if the players return Lothan’s foci
  • 
  +1 Street Cred if the players defeat The Founder
  • 
  +1 Notoriety if the players start a fight in Mill-
  er’s Pub
  • 
  +1 Notoriety if the players deliver the node to 
  Maggie instead of Sarah
  Contacts
  Successfully completing objectives or performing the 
  actions listed below will earn characters specific Mis-
  sions contacts at a Loyalty of 1, and they should be 
  given the Contact Sheet included with this Mission. If 
  they already have that contact, they gain a +1 loyalty 
  to that contact (up to a maximum of 4). 
  Characters might interact with NPCs not specified by 
  the Mission and may earn these NPCs as a contact at 
  Loyalty 1. They may also work with non-Mission specif-
  ic contacts that they have already earned or that they 
  bought at character creation, and they gain +1 Loyalty 
  to these contacts, with a maximum Loyalty of 4. Gam-
  emasters should not grant these lightly, and players 
  should have to work to earn these contacts by going 
  the extra mile to impress the NPC, offering up favors, or 
  paying them well above the standard rates for informa-
  tion or services.
  Sarah Silverleaf: For delivering the intact node to 
  Sarah without accessing the data, the runners gain Sil-
  verleaf at Loyalty 1, or gain a +1 to Loyalty if they al-
  ready had her (to a max of Loyalty 4)
  Maggie Goldberg: For delivering the intact node to 
  Maggie, the runners gain Maggie at Loyalty 1, or gain a +1 
  to Loyalty if they already had her (to a max of Loyalty 4)
  Goober: For delivering the medical drone to Goober, 
  the runners gain Goober at Loyalty 1, or gain a +1 to 
  Loyalty if they already had him (to a max of Loyalty 4)
  Lothan the Wise: For returning is foci to Lothan, the 
  runners gain Lothan at Loyalty 1, or gain a +1 to Loyalty 
  if they already had him (to a max of Loyalty 4)
  
  LEGWORK
  21
  COVER
  WELL, I WON’T 
  DO THAT AGAIN
  INTRODUCTION
  MISSION 
  SYNOPSIS
  SCENE 1
  SCENE 2
  SCENE 3
  SCENE 4
  SCENE 5
  SCENE 6
  PICKING UP  
  THE PIECES
  LEGWORK
  CAST OF 
  SHADOWS
  DEBRIEFING  
  LOG
  LEGWORK
  When a PC gets in touch with a contact, make a Con-
  nection + Connection Test for the contact. The results 
  of this test determine how many ranks of information 
  the contact knows about the question. (Apply dice 
  pool modifiers to this test based upon relevance of 
  the contact to the subject matter.) A PC then makes a 
  test of Charisma + Etiquette + Loyalty rating. The con-
  tact reveals that many levels of information about that 
  topic for free (up to the number of hits scored by the 
  contact for that topic). If the contact knows more, ad-
  ditional information requires a payment to the contact 
  of 200 nuyen.
  If the PCs have worked all of their contacts and are 
  still missing important information, they may request 
  that a contact ask around. If they do so, have the con-
  tact make an Extended Connection + Connection (20 
  minutes) Test. Additional information is available at a 
  cost of 750.
  A Data Search may also be utilized to gather infor-
  mation from the following charts. They may make a lim-
  ited Extended Logic + Data Search Test, with a –1 Dice 
  Pool for each successive roll (p. XX, SR5).
  Valley Rose 
  Pharmaceuticals
  Contacts to Ask: Corporate experts, medical profes-
  sionals, history buffs
  Contacts 
  Data Search 
  Information
   
  0 
  0 
  “Ain’t that a fancy name for the 
  new designer version of bliss?”
   
  1 
  3 
  “They’re a drug company. They 
  used to have their headquarters 
  here in Chicago.”
   
  2 
  6 
  “Their old R&D building got 
  trashed in the Cermak blast of 
  ’55.”
   
  3 
  10 
  “The guy that founded the 
  company—Paul Rose? He was 
  stuck inside when the nuke went 
  off. Building’s still partly intact, 
  but it was just inside the radiation 
  zone.”
   
  4 
  18 
  “Some gang has taken over 
  what’s left of the building. One of 
  them is a finger-wiggler. Shaman 
  of some sort—real hot number.”
   
  5 
  — 
  “Rumor has it that the old founder 
  of the company is still there, at the 
  atmosphere of the place turned 
  him into something horrible.”
  Miller’s pub
  Contacts to Ask: Bartenders, magical types, native 
  shadowrunners, gourmands
  Contacts 
  Data Search 
  Information
   
  0 
  0 
  “Sounds like a bar ran by 
  someone named Miller.”
   
  1 
  2 
  “That’s an old-school joint down 
  on Wabash. Decent grub, decent 
  booze, and even served on clean 
  plates!”
   
  2 
  4 
  “It’s ran by a chummer called 
  Li’l Mel. He’s human, but big 
  enough that I would lay money his 
  granddady was a sasquatch or 
  something!”
   
  3 
  6 
  “Some old troll shaman runs 
  a talismonger shop out of the 
  basement of the place.”
   
  4 
  8 
  “The troll is called Lothan the 
  Wise. Knows his stuff, but the 
  most arrogant S.O.B. that ever 
  opened his mouth in this city.”
   
  5 
  12 
  “Lothan is a retired runner from 
  way back. Don’t let the gray hairs 
  fool ya—he is still one genuine 
  badass.”
  Hot Dawgs
  Contacts to Ask: Law enforcement, gangers, Contain-
  ment Zone residents
  Contacts 
  Data Search 
  Information
   
  0 
  0 
  “Is it lunch time already?”
   
  1 
  3 
  “CZ gang. About as psychotic as 
  the rest of them.”
   
  2 
  6 
  “They’re distinguished by the 
  fact that they have better-than-
  average quarters, in an old corp 
  building.”
   
  3 
  10 
  “The leader’s troublesome, but the 
  real danger is his girlfriend. She’ s 
  not bad with the mana.”
   
  4 
  14 
  “The gang’s pretty fierce about 
  protecting their territory, but they 
  also aren’t into expansion. For 
  some reason, they’re cautious 
  about moving out of their floor into 
  other parts of the building.”
  
  Goober is a dwarven armorer operating 
  out of the Zone along the waterfront. He 
  has a bait & tackle shop (“Goober’s B&T”) 
  that he works out of, but has a small ware-
  house underneath where he runs almost 
  anything in hardware (guns, vehicles, 
  tech). He has a lot of connections, but 
  doesn’t trust easily. He’s a survivor of Bug 
  City and was mentally scarred by that. He’s 
  a firm believer in the principal of supply 
  and demand.
  Goober is a dwarven armorer operating 
  out of the Zone along the waterfront. He 
  has a bait & tackle shop (“Goober’s B&T”) 
  that he works out of, but has a small ware-
  house underneath where he runs almost 
  anything in hardware (guns, vehicles, 
  tech). He has a lot of connections, but 
  doesn’t trust easily. He’s a survivor of Bug 
  City and was mentally scarred by that. He’s 
  a firm believer in the principal of supply 
  and demand.
  Goober is a dwarven armorer operating 
  out of the Zone along the waterfront. He 
  has a bait & tackle shop (“Goober’s B&T”) 
  that he works out of, but has a small ware-
  house underneath where he runs almost 
  anything in hardware (guns, vehicles, 
  tech). He has a lot of connections, but 
  doesn’t trust easily. He’s a survivor of Bug 
  City and was mentally scarred by that. He’s 
  a firm believer in the principal of supply 
  and demand.
  GOOBER
  Dwarven Armorer
  Male Dwarf
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Electronics Group, Engi-
  neering Group, Piloting
  Knowledge Skills: Armor Repair, Chicago 
  Area, Dwarven Porn, Firearm Repair, Local 
  Gangs, Local Shadowrunners, Safehouses, 
  Vehicle Repair
  Uses: Weapons, Armor, Vehicles, Rumors, 
  Information
  GOOBER
  Dwarven Armorer
  Male Dwarf
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Electronics Group, Engi-
  neering Group, Piloting
  Knowledge Skills: Armor Repair, Chicago 
  Area, Dwarven Porn, Firearm Repair, Local 
  Gangs, Local Shadowrunners, Safehouses, 
  Vehicle Repair
  Uses: Weapons, Armor, Vehicles, Rumors, 
  Information
  GOOBER
  Dwarven Armorer
  Male Dwarf
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Electronics Group, Engi-
  neering Group, Piloting
  Knowledge Skills: Armor Repair, Chicago 
  Area, Dwarven Porn, Firearm Repair, Local 
  Gangs, Local Shadowrunners, Safehouses, 
  Vehicle Repair
  Uses: Weapons, Armor, Vehicles, Rumors, 
  Information
  
  Lothan the Wise ran the shadows of Seat-
  tle for many years, his prime being during 
  the mid-’60s when he mentored and 
  teamed with street legend Kellan Colt. He 
  considers himself a mystical genius which 
  he backs up with towering confidence 
  and arrogance, and he considers himself 
  an expert in all areas of magic and magic 
  theory. His attitude may be a little unwar-
  ranted, but you cannot deny he knows a 
  lot about magic. He moved to Chicago a 
  couple years ago and opened up a talis-
  monger shop called “The Wisest Troll.”
  Lothan the Wise ran the shadows of Seat-
  tle for many years, his prime being during 
  the mid-’60s when he mentored and 
  teamed with street legend Kellan Colt. He 
  considers himself a mystical genius which 
  he backs up with towering confidence 
  and arrogance, and he considers himself 
  an expert in all areas of magic and magic 
  theory. His attitude may be a little unwar-
  ranted, but you cannot deny he knows a 
  lot about magic. He moved to Chicago a 
  couple years ago and opened up a talis-
  monger shop called “The Wisest Troll.”
  Lothan the Wise ran the shadows of Seat-
  tle for many years, his prime being during 
  the mid-’60s when he mentored and 
  teamed with street legend Kellan Colt. He 
  considers himself a mystical genius which 
  he backs up with towering confidence 
  and arrogance, and he considers himself 
  an expert in all areas of magic and magic 
  theory. His attitude may be a little unwar-
  ranted, but you cannot deny he knows a 
  lot about magic. He moved to Chicago a 
  couple years ago and opened up a talis-
  monger shop called “The Wisest Troll.”
  LOTHAN THE WISE
  Talismonger
  Male Troll
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Conjuring Group, En-
  chanting Group, Instruction, Spellcasting 
  Group
  Knowledge Skills: Classic Art, Classic Mu-
  sic, Elven Wines, History, Magical Theory, 
  Magical Artifacts, Spirit Theory, Vintage 
  Cars
  Uses: Magical Gear, Magical Info
  LOTHAN THE WISE
  Talismonger
  Male Troll
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Conjuring Group, En-
  chanting Group, Instruction, Spellcasting 
  Group
  Knowledge Skills: Classic Art, Classic Mu-
  sic, Elven Wines, History, Magical Theory, 
  Magical Artifacts, Spirit Theory, Vintage 
  Cars
  Uses: Magical Gear, Magical Info
  LOTHAN THE WISE
  Talismonger
  Male Troll
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Conjuring Group, En-
  chanting Group, Instruction, Spellcasting 
  Group
  Knowledge Skills: Classic Art, Classic Mu-
  sic, Elven Wines, History, Magical Theory, 
  Magical Artifacts, Spirit Theory, Vintage 
  Cars
  Uses: Magical Gear, Magical Info
  
  Maggie is a female ork and assistant to 
  Mitsuhama’s Director of Operations in Chi-
  cago, Ito Takahara. She acts as a liason be-
  tween MCT and the runners. She grew up 
  in the Ork Underground and was around 
  runners when she was younger, so she’s 
  sympathetic to them. She’s loyal to MCT 
  to a point, but she knows as a female ork 
  her options for rising in the company are 
  limited. She’s attached herself to Takahara 
  and won’t jeopardize that position, but 
  will help the runners as much as she can 
  otherwise.
  Maggie is a female ork and assistant to 
  Mitsuhama’s Director of Operations in Chi-
  cago, Ito Takahara. She acts as a liason be-
  tween MCT and the runners. She grew up 
  in the Ork Underground and was around 
  runners when she was younger, so she’s 
  sympathetic to them. She’s loyal to MCT 
  to a point, but she knows as a female ork 
  her options for rising in the company are 
  limited. She’s attached herself to Takahara 
  and won’t jeopardize that position, but 
  will help the runners as much as she can 
  otherwise.
  Maggie is a female ork and assistant to 
  Mitsuhama’s Director of Operations in Chi-
  cago, Ito Takahara. She acts as a liason be-
  tween MCT and the runners. She grew up 
  in the Ork Underground and was around 
  runners when she was younger, so she’s 
  sympathetic to them. She’s loyal to MCT 
  to a point, but she knows as a female ork 
  her options for rising in the company are 
  limited. She’s attached herself to Takahara 
  and won’t jeopardize that position, but 
  will help the runners as much as she can 
  otherwise.
  MAGGIE GOLDBERG
  Mitsuhama Ms. Johnson
  Female Ork
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Computer, Etiquette, 
  Negotiation
  Knowledge Skills: Chicago Area, Corpo-
  rate Finances, Corporate Rumors (MCT), 
  Corproate Security (MCT), Psychology, 
  Seattle Area (Ork Underground), SOTA 
  Technology
  Uses: Jobs, Corporate Information, Gear
  MAGGIE GOLDBERG
  Mitsuhama Ms. Johnson
  Female Ork
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Computer, Etiquette, 
  Negotiation
  Knowledge Skills: Chicago Area, Corpo-
  rate Finances, Corporate Rumors (MCT), 
  Corproate Security (MCT), Psychology, 
  Seattle Area (Ork Underground), SOTA 
  Technology
  Uses: Jobs, Corporate Information, Gear
  MAGGIE GOLDBERG
  Mitsuhama Ms. Johnson
  Female Ork
  Connection Rating: 4
  Loyalty:
  Key Active Skills: Computer, Etiquette, 
  Negotiation
  Knowledge Skills: Chicago Area, Corpo-
  rate Finances, Corporate Rumors (MCT), 
  Corproate Security (MCT), Psychology, 
  Seattle Area (Ork Underground), SOTA 
  Technology
  Uses: Jobs, Corporate Information, Gear
  
  Sarah Silverleaf is a gorgeous and intel-
  ligent elven representative for Renraku 
  in Chicago. She recently transferred here 
  from Tír Tairngire, taking over the opera-
  tions that Renraku had largely abandoned 
  following Bug City. With the governor’s 
  call to reclaim downtown Chicago, Sarah 
  is looking to not only reclaim lost Renraku 
  property, but to also grab as much land as 
  possible. She may be a curvy knockout, 
  but anyone who underestimates her lives 
  to regret it.
  Sarah Silverleaf is a gorgeous and intel-
  ligent elven representative for Renraku 
  in Chicago. She recently transferred here 
  from Tír Tairngire, taking over the opera-
  tions that Renraku had largely abandoned 
  following Bug City. With the governor’s 
  call to reclaim downtown Chicago, Sarah 
  is looking to not only reclaim lost Renraku 
  property, but to also grab as much land as 
  possible. She may be a curvy knockout, 
  but anyone who underestimates her lives 
  to regret it.
  Sarah Silverleaf is a gorgeous and intel-
  ligent elven representative for Renraku 
  in Chicago. She recently transferred here 
  from Tír Tairngire, taking over the opera-
  tions that Renraku had largely abandoned 
  following Bug City. With the governor’s 
  call to reclaim downtown Chicago, Sarah 
  is looking to not only reclaim lost Renraku 
  property, but to also grab as much land as 
  possible. She may be a curvy knockout, 
  but anyone who underestimates her lives 
  to regret it.
  SARAH SILVERLEAF
  Renraku Ms. Johnson
  Female Elf
  Connection Rating: 5
  Loyalty:
  Key Active Skills: Athletics Group, Con 
  (Seduction), Influence Group, Pistols
  Knowledge Skills: Chicago Area, Corpo-
  rate Finances, Corporate Politics (Renraku), 
  Corporate Rumors, Corporate Security 
  (Renraku), Psychology (Manipulation)
  Uses: Information, Jobs
  SARAH SILVERLEAF
  Renraku Ms. Johnson
  Female Elf
  Connection Rating: 5
  Loyalty:
  Key Active Skills: Athletics Group, Con 
  (Seduction), Influence Group, Pistols
  Knowledge Skills: Chicago Area, Corpo-
  rate Finances, Corporate Politics (Renraku), 
  Corporate Rumors, Corporate Security 
  (Renraku), Psychology (Manipulation)
  Uses: Information, Jobs
  SARAH SILVERLEAF
  Renraku Ms. Johnson
  Female Elf
  Connection Rating: 5
  Loyalty:
  Key Active Skills: Athletics Group, Con 
  (Seduction), Influence Group, Pistols
  Knowledge Skills: Chicago Area, Corpo-
  rate Finances, Corporate Politics (Renraku), 
  Corporate Rumors, Corporate Security 
  (Renraku), Psychology (Manipulation)
  Uses: Information, Jobs
  
  DEBRIEFING LOG . . . . .
  © 2014 The Topps Company, Inc. All rights reserved. Shadowrun is a registered trademark of The Topps Company, Inc., in the U.S. and other countries. Permission given to copy for personal use.
  PERSONAL INFO
  SYNOPSIS
  MISSION RESULTS
  TEAM MEMBERS
  KARMA
  NUYEN
  REPUTATION
  VALIDATION
  ADVANCEMENT
  CONTACTS/SPECIAL ITEMS GAINED OR LOST/NOTES
  GM’s Name 
          
  GM’s Signature         
  Previous Available
  Earned
  Spent
  Remaining
  Previous Available
  Earned
  Spent
  Remaining Available
  New Career Total
  Street Cred
  Notoriety
  Public Awareness
  Character Improvement 
   
   
   Karma Cost
  Names
  PLAYER
  CHARACTER                                                                                                     LOCATION
    DATE      /        /
  ¥
  ¥
  ¥
  ¥
  DEBRIEFING LOG
  SRM 05-03: GONE LONG GONE
  After a little pillow talk, Ms. Johnson hears about some potentially 
  lucrative pay data.  The big question is whether it’s all she claims it 
  is.  The bigger question is whether it’s even worse.  And the biggest 
  question – who do you give it to?
  Delivered the Node to Sarah Silverleaf
  Delivered the Node to Maggie Goldberg
  Gave Goober his new toy
  Returned Lothan’s lost prize
  Beat down some Hot Dawgs
  Defeated The Founder
  Sarah Silverleaf
  Maggie Goldberg
  Goober
  Lothan the Wise
  
SOURCE: textdata/thevault/Shadowrun [multi]/5th Edition/Missions/Shadowrun 5e - Gone Long Gone [CATALYST SRM05A-03].pdf