Sprawl Sites of North America.pdf

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A SHADOWRUN SPRAWL SUPPLEMENT
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. . . INTO THE SPRAWL . . .
e following section includes descriptions and plot seeds
for eight distinct sprawl sites that may be used for a number of
di erent scenarios. Maps for these locations are provided. ese
adventure seeds represent a variety of short adventures, adventure
scenes, or adventure starting points utilizing these maps. e last
seed in each section is titled Frame Job . is seed strings together
scenes and adventures in each location into one longer campaign.
e Frame Job scenes also focus heavily on utilizing NPCs and
archetypes from the Shadowrun, Twentieth Anniversary Edition
rulebook to simplify running this adventure. Additional informa-
tion on Frame Job is located in the Frame Job sidebar.
BARREN BLOCKS
Every city has its barrens, blocks of rundown buildings that
have been turned into squatter hovels, runner hideouts, drug
houses, gang bases, and hundreds of other more questionable
things. is little stretch has a smattering of everything. A ware-
house holding a myriad of possibilities, a market that could sell
anything from black-market missiles to expired Nuke-It Burgers,
a circle of dumpsters that could be a lodge for an urban shaman or
just a street-kid hangout, an old gas station that might be home to
a makeshi market, a hidden entrance to an underground lab, or
just a lot of fumes and garbage.
is block has stories to tell.
Incoming Message ......
STRUCTURE AND SECURITY
Ha and ha.
FRAME JOB
This adventure takes the characters through a series
of connected events leading up to a terrorist attack. The
runners’ actions leave a group of innocent nobodies to
take the blame. The adventure has a number of refer-
ences to Seattle groups and locations but can be adapted
easily to any campaign city. As this adventure deals with
a “terrorist” attack, the plot gets darker near the end,
so the money might need to get bigger as the jobs test
the moral fl exibility of the runners as they set up some
unwitting patsies to take the fall for an anti-corporate
bombing that targets a large number of civilians.
The adventure is spread around the different loca-
tions, listed alphabetically in this book. The order of the
scenes in Frame Job does not follow this pattern, so a
scene order list is below. The Gambling Den is not only
the starting location but also where Mr. Johnson wants
subsequent meetings held so runners return there often,
possibly walking into other adventure seeds as they do.
Market
Makeshi market structures are built from whatever was
lying around at the time that was man-portable (Armor 3,
Structure 3); most can barely stand up to a sti breeze. Security
in the market is based on what each individual can discuss and
provide training for. Most of the merchants have commlinks
(Device Rating 2) for transactions, but many simply work in certi-
ed cred or through barter.
Gas Station
is relic from an age where petro ran the world died long
before the neighborhood surrounding it. e building has only
stood this test of time because of its cinder-block construction and
structural integrity (Armor 12, Structure 11). e internal walls
separating the bathroom, back o ce, storage, maintenance, and
cooler are all just as sound. e windows and door are long gone,
replaced by whatever the current residents have handy to close
the place up, usually wood (Armor 2, Structure 4), plastic sheets
(Armor 0, Structure 1), or thin metal sheets (Armor 4, Structure
4). Security is bring/make your own, though the building is still
pre-wired for a closed-circuit camera system.
Gambling Den
Barrens Blocks, Lone Star Station, Luxury Hotel,
No-Tell Motel (any order)
e pumps are long
City Hall
gone, and the tanks are dry.
Trideo Studio
Shopping Mall
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Sprawl Sites North America
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Old Warehouse
is building has seen better days. e external walls are
sturdy enough to keep out the elements (Armor 8, Structure 9).
e building had four large bay doors (Armor 8, Structure 9) on
the Findley Boulevard side (one is now gone, along with the struc-
ture around it) each with a standard door (Armor 6, Structure 6)
next to it. ere are also standard doors (Armor 6, Structure 6)
on the Taylor Street and Scott Avenue sides as well. Inside the
building is a raised o ce area with washrooms and a small security
o ce below the structure. e security o ce and washrooms are
constructed from cinder blocks (Armor 12, Strength 11) that
provide the support for the office. There are no doors on the
washrooms, but the security o ce has a reinforced door (Armor
8, Structure 9) with a key lock (Rating 2) and deadbolt (Rating
4). e upper o ce is made of framing and drywall (Armor 3,
Structure 3) and consists of a central o ce with a cheap door
(Armor 2, Structure 2), a manager’s o ce with a similar door, and
a break room open to the central o ce. e building still has all
the wiring for cameras over the entrances and at each corner of the
internal ceiling.
Converted Storage Building
Previously used as public storage, this building can now serve
other purposes. When originally constructed, the outer walls of
this three-story structure were plasteel (Armor 8, Strength 12) and
reinforced concrete (Armor 8, Structure 12). e building had a
central elevator bank with six large service elevators, and stairwells
at the corners. e front stairwells access the rst and second
oors but not the third. e storage cubicles are constructed with
three security levels. Security level 1 storage boxes are made of
wood (Armor 4, Structure 8) and locked with a key-based padlock
(Rating 3). e entire locking hinge can be removed from the door
with a Strength (1) Test. e doors are wired to a central control
booth where a light goes on if the door is opened. Security level 2
boxes are more solidly constructed with a combination of wood
and metal (Armor 6, Structure 10). e locks are of similar quality
to those in level 1 (Rating 3) and also key based, but this one
bolts into the metal doorframe and requires a Strength (4) Test
to be overcome. ese doors feature a wireless version of the level
1 system, and the hallway where they are located has a wireless
camera (Device Rating 2). Security level 3 storage is all on the
top oor. is level can only be accessed with the proper RFID
passkey (Rating 3) and associated password (Rating 3) through
the two stairwells at the rear corners of the building or the two
central elevators. is oor has wired cameras at each intersection
(Rating 3) attached to the central security system on the main
oor. is building is pre-Crash, and all of the systems are old
and rather simple. ere are no nodes for the cameras or the wire-
less systems. Accessing these old systems will require some extra
programming (So ware + Logic (6) Extended Test) to create a
specialized program to decipher the signal.
ere is no wiring for cameras in the o ces.
e
cameras have long been broken or stolen but could be replaced.
Empty Lot
What can I say about an empty lot? Not much. Open to the
public and the elements, it usually hosts gatherings of squatters
around burning garbage drums, open-air brawls, or the occasional
cock or dog- ghting match.
Dumpster Fort
A circle of garbage dumpsters could play host to many
things. e dumpsters themselves are sturdy metal shells (Armor
8, Structure 10) with hard plastic covers (Armor 1, Structure
3). Security is bring-your-own (natch) and based on the current
occupants. Ganger kids have no security, but occasionally the
dumpster circle turns into the hangout for some urban shamans
with spirit guards (Force 4 spirits of man, 3 services apiece)
Junked Cars
Le to crumble in the elements, these cars have seen their
last days on the open road. ey are used as beds and short term
housing for both two- and four-legged critters. Due to the rust,
the vehicles don’t have much structure le to them (Armor 3,
Structure 3).
Makeshift Shelters
Hovels are better than homelessness especially when you
have the rats to keep you warm. ese buildings are all thrown
together from whatever was handy. They come in three vari-
eties that would make the little piggies proud, wood (Armor 4,
Structure 8), thin metal (Armor 6, Structure 8), and thick metal
(Armor 8, Structure 8). Some of the locals may be armed or have
cheap commlinks (Device Rating 1), but this place has no other
security measures present other than a lack of anything valuable.
TYPICAL OCCUPANTS
Squatters, gangers, mobsters, xers, and just about anyone
else who can be out slumming could end up on this block. e
rich and the powerful, of course, avoid such area like the plague
they fear they would catch there.
ADVENTURE SEEDS
• A loyal contact, a squatter named Squiggy, needs the run-
ner’s help a er witnessing a murder. One of the runners gets
a frantic call from a wounded Squiggy asking if they can pick
him up and get him to a street doc. He has an eye-recording
of some serious blackmail material to pay them with or he’ll
pay cash and forgo his normal Nuke-It burger payments for a
few months, whichever one the runners prefer. Problem is he
witnessed the murder and then got spotted. He fell and got
a nasty chunk of rusty metal through his side, which is now
infected. To make matters worse, the hitman who spotted
him is now trying to clean up loose ends. Squiggy’s infection
is causing ts of delirium, and he doesn’t quite know where
he is.
Scrap Metal Pile
One man’s junk is also another man’s junk. is pile of scrap
metal may have some other valuable goodies and garbage that has
been collected by the resident of the shack out front, but probably
not. e shack is a metal shed (Armor 8, Structure 10) built from
some of the best scrap in the pile, and it is remarkably sturdy due
to the construction material. ere is no real security except what
the occupants provide for themselves.
e team will need to search through a few blocks of
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the barrens a er narrowing
down his commlink signal,
since it loses power when
they get close and is of no
further use in tracking him.
• Squiggy recovers, and he’s
been keeping his eyes peeled
for interesting tidbits of
information in his neigh-
borhood. He saw a pair of
guys carry a large crate with
military markings into the
Converted Storage Building.
ey came back out without
the crate and got gunned
down in a drive-by before
they got back to their car.
at crate is now inside, with
no one to ever come back for
it. Squiggy calls the runners
to contract a job for which
he would like ten percent of
the street value of whatever
is in the crate. This could
be as easy as breaking in and
having some trouble locating the exact storage unit or as dif-
cult as the crate having a tracker or some group on their way
to pick it up at the same time as the runners. What’s in the
crate is up to the gamemaster.
e runners are contacted by a street shaman who operates
out of one of the makeshi shacks. He o ers free services to
the runners if they can help him take care of a little problem. It
seems a free toxic spirit of earth has taken up residence in the
scrap pile and does not appreciate any magical activity going on
near his domain. He has claimed this area of the barrens as his
own, and every time the shaman tries to cast a spell or summon
a spirit, the spirit of earth attacks him. He needs the runners to
hold o the spirit long enough for him complete a banishing
ritual. e spirit can be whatever Force the gamemaster desires,
with additional powers to t its toxic nature and metallic home.
• Aurora Warrens, UCAS Sector, FRFZ (Denver): is little
patch of blight is nine square blocks of fun and excitement
in the Aurora Warrens. Centered on Hardy Market, named
in honor of the rst merchant to set up shop here (also the
rst to defend, be shot here, and die here depending on who
you ask), Hardy Market and the surrounding few blocks
has recently become the territory of the Alley Cats, a wizzer
gang with some serious territoriality issues. e Alley Cats
all take on names related to cats; the current leader is a dwarf
named Tom. e runners enter this picture when they need
to make a delivery and pickup at Hardy Market. e Alley
Cats have been keeping a keen eye on the market to see what
kind of squeeze money they can get. ey see the runners’
deal going down and decide to step in for a closer look by
dropping a couple stunballs into the market and then rum-
maging through everyone’s goods. A er the team wakes up,
the package is gone, and the recipient demands they get it
back from the Alley Cats’ main hangout, the Old Warehouse.
If the team is reluctant they can be missing a few key pieces of
their gear that they may want to retrieve as well.
e runners are contacted to head to the Makeshi Shelters
and relieve a security detail until further notice. e team is
contracted to protect Soda Seven, a rocker on her way to the
top but currently in transition from one label to another. e
security detail is battered and beaten and ready to leave when
the runners arrive. ey reveal very little about what kind
of trouble they’ve seen, only that it was a tough extraction
but the location is low-key enough to be safe. Problems arise
when Seven makes a call using her technomancer abilities
that she has kept quiet. e other team took away her cover
commlink but was unaware of her abilities. She has called her
boyfriend, Johnny Star, who is actually a loyal company plant
pretending to be her boyfriend. Star has informed his bosses
and they have sent another team of runners to get Seven back.
e runners are contacted by a xer or ma a contact for a
quick job. Joey “the Hammer” Scarpone got pinched back in
‘64 right as the Crash was rocking the world. He ditched his
car full of goodies in the barrens and then got picked up a few
blocks away. e car was never recovered, and Joey got sent
to the clink on unrelated charges. Now he’s out and wants
his goodies but knows the Feds are watching him like a hawk.
He contacts the runners either directly or through a xer to
retrieve a car from the barrens. e car has been stripped of
the wheels and most of the running parts, the windows are
shattered, and the electronics have been thoroughly stripped.
Joey’s valuables are still present, though, sitting on the seats.
e runners are not alone on this trail. Joey had plenty of
rivals, and the team can run into interference from Feds,
gangers, or other ma osi.
• Frame Job : e Market sells a lot of things, and today they
have brought in a few special packages for Mr. Johnson that
the runners need to pick up.
e runners are sent to the
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market to talk to Elmo (please feel free to have him talk in
a high pitched squeaky voice) and pick up four heavy boxes.
Elmo has already been paid and won’t say what’s in the boxes.
He hands them o to the runners and then starts to close
up his booth while the runners take the boxes. All of this
is smooth sailing until two packs of six Halloweeners (use
Halloweeners Street Gang, p. 282, SR4A ), each lead by two
of their psychotic lieutenants (use Halloweener Lieutenant,
p. 282, SR4A ), and their hellhound pets (p. 300, SR4A )
come out of the Old Warehouse and the Abandoned Gas
Station. Both groups converge on the runners, sending the
hellhounds in rst to so en the targets and going absolutely
berserk if any of the beasts gets injured or killed.
the materials are slightly lower grade (Armor and Structure ratings
should be reduced by two throughout the building ) though their
appearance is generally similar. Most of the time the only way this
di erence can be discovered is during another construction project
within the facility or by getting access and analyzing the records of
the construction companies that did the work (which could be run
in and of itself ).
The entire facility is outfitted with wired surveillance
cameras (Device Rating 3) with low-light and thermographic
vision systems. e cameras feed data to displays in the security
o ces and to the security spider. To increase security inside and
outside the building, all of the interior walls are painted with WiFi
inhibiting paint (Rating 3), and the building’s node is protected
by a biometric ( ngerprint and voice) passkey (Rating 4). Also,
the building’s wireless public Matrix node is not connected to the
building’s security and administration nodes, both of which run
in Hidden mode for increased security.
CITY HALL
City Hall, site of political backstabbing since its doors
opened no matter what sprawl you’re in. is municipal building
has enough space for any medium-sized sprawl. Each of Seattle’s
districts would have an office about this size. The building
contains everything needed to run a city into the ground while
taking bribes, doing drugs, and bringing in joygirls. From back
room political deals to o -the-books bodyguarding and assassina-
tions, this building has tons of adventure options.
For richer locations (Bellevue, Downtown, Snohomish, etc.)
everything in this building screams of government overspending.
In poorer areas (Redmond, Puyallup, etc.) the overall look is
there but usually very rundown, and anyone who looks closely
can see the aws in the marble and recognize the slightly cheaper
construction used for everything.
TYPICAL OCCUPANTS
e standard daytime security detail for City Hall consists
of the Security chief (use Elite Private Security, p. 157, Jet Set ), a
security spider (use Professional Spider, p. 207, Unwired ), seven
security o cers monitoring the cameras (use Corporate Security
Unit, p. 281, SR4A ), three security o cers in the lobby, and four
security o cers on patrol. At night those numbers change to ve
o cers monitoring the cameras, two security spiders, two o cers
seated in the lobby, and six o cers on patrol. e building has
numerous administrative sta present during the day. e various
departments share twenty-eight regular staff (use Corporate
Receptionist, p. 140, Corporate Intrigue ). There are seven
councilors (use Corporate Manager, p. 5, Contacts, Adventures,
Sprawl Sites , change all Corporate skills and specializations to
Government, or adjust them individually) each with one personal
assistant (use Corporate Secretary, p. 6, Contacts, Adventures,
STRUCTURE AND SECURITY
City Hall has a MAD and chemsniffer (Rating 5) arch
at the main entrance, and only law enforcement (federal and
local) can carry weapons on the
premises. Individuals who are
detected carrying weapons are
given an AR warning to return
their weapons to their vehicle,
assuming their ID has the proper
permits. If no permit is detected,
security detains the individual
while contacting local authorities.
All standard internal doors (the
mayoral offices are different, as
detailed below) look like wood
but are actually reinforced (Armor
9, Structure 9) and equipped with
a maglock system (Rating 4)
wired into the security node.
The external walls are thick
ferrocrete (Armor 16, Structure
13) with ballistic glass (Armor
8, Structure 9) for the windows.
Internal walls are thinner but still
dense structural materials (Armor
12, Structure 11). For poorer areas
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