Scene 1 – Getting the Details
The team is contacted through Brimstone’s fixer, Method. He tells them to meet with him at Planet Horizon on the Strip at 10PM. He has a private dining room booked toward the rear of the main casino floor.
Planet Horizon is a bustling and busy place, but security is definitely ramped up since Parallel was last here. It has been increased enough that casino security would like to speak with him in regards to past events (run #3). Ultimately, they don’t have enough evidence to hold him on anything, but they want to see if he will volunteer information under pressure.
In the time leading up to 10PM, the team can do whatever they like, but the meeting room is on a timed lock and will only open at 9:59 (unless hacked).
Scene 2 – Meeting Method
The dining room has seating for 50, but Method is the only one here when the runners walk in. He welcomes them and tells them to grab a chair anywhere while saluting to the camera in the room. The light on the camera switches off, as he turns to face the group.
He tells them that Mr. Johnson has approached him about a job that has a short timeline, but shouldn’t have too much risk. They’ve been tracking shipments bustling around the PCC and their big brains have started noticing a few disturbing trends that they want the runners to investigate.
Civilian trucks have been making several trips to old American military bases, both defunct and active. While this isn’t wholly unusual, a few of the destinations of some of these trucks are raising eyebrows… Los Alamos, Yucca Mountain, San Diego and Trinity Valley… (if the runners don’t know the significance of these places, the first three are places to acquire nuclear waste and a crazy cult lives in Trinity Valley).
Two trucks that were being monitored by Mr. Johnson have dropped off the radar and that’s never good news. So, Mr. Johnson is willing to pay 6,000¥ apiece to knock on some doors harder than they’re allowed to and find those trucks. If there are any complications or need of further aid, Mr. Johnson is willing to double the payment.
If the runners agree, Method provides the runners with the transponder codes of the trucks in hopes of being able to pin them down. The downside is that if a decker does a search on those transponders, they are attacked by a group of Agent programs, bent on stopping the investigation.
Scene 3 – Acts of Terror
Following up on the truck transponders, they track both trucks to a local carrier in Sunrise, called Sterling Transport. The offices are a small standalone office with only a handful of workers there. Making a Judge Intentions check will show that the employees here are terrified and trying to hide it.
The man behind the front desk is a member of Atomic Kiva, a nuclear cult run by toxic mages and a perceptive runner can see the radiation burns around his ill-fitting suit. If the runners inquire about the trucks, the cultists will attack, while the legitimate workers will drop prone. The cultists will not hesitate to take hostages.
With the cultists subdued the workers, while still rattled, will search for the trucks, which were being actively being suppressed by the members of AK. One truck is off the grid, in Henderson, but another is still on the highway, heading for Vegas.
Scene 4 – Further Work
With reporting on the missing trucks, Method goes off to secure their payment. Moments later, he returns and wires them the agreed upon 6,000¥ for the job to this point. However, it becomes clear that Atomic Kiva has nuclear waste stashed in Henderson with a means to distribute it around Vegas on route. Mr. Johnson is offering the doubling of their payday if they stop the inbound truck and secure the second truck’s payload.
Mr. Johnson will be unimpressed but not surprised if the runners demand more cash.
Armed with the transponder codes of the inbound truck, the runners know exactly where to go to intercept it, where the truck in Henderson will take more effort.
The Truck – Mack Hellhound (Rigger 5)
Escort Cars – Mercury Comet (Rigger 5)
Has extra Armor behind the door panels for +3 Armor
The Outriders – Yamaha Nodachi (Rigger 5)
However the runners stop the truck, once the truck has been stopped, the runners can head to Henderson to locate the second truck.
Scene 5 – Toxic Trouble
On their way to Henderson, Method calls up the team, telling them that they have an incoming call from a different party, who is interested in the events unfolding. If the runners agree to take the call, the voice on the other side introduces themselves as Eagle. They are a member of the Kachina Society and are willing to match whatever offer Horizon is paying them if they tell PuebSec where the nuclear material is, rather than telling their employer. It will be up to the runners whether they honour their original agreement or aim to screw the Corp in favour of the nation’s spiritual leaders.
Whether they use the truck’s transponder, word of mouth rumours or Geiger counters, the runners should eventually track down the truck, pulled over in an alleyway. The truck is missing several barrels from the back.
In the neighbouring apartment building, several barrels have been pulled into one of the apartments and one of the barrels punctured to create a toxic environment to fuel the mage’s magic (level 3 toxic background count)
Half-Life
Toxic Mage
B4 A5 R4 S3 W5 L3 I5 C5 Edge 3 Magic 5
Init 9+1D6, Astral Init 10+2D6, PL 5, ML 7, SL 7, AL 7
Qualities: Low Light Vision, Chosen Follower, Poor Link, Wanted, Borrowed Time
Skills: Clubs 4, Unarmed 4, Blades 6, Conjuring Group 5, Sorcery Group 6, Stealth Group 3, Astral Combat 4, Assensing 5, Perception 4, Negotiation 3, Intimidation 3, Con 3
Knowledge Skills: English (Native), Spirits 5, Magical Theory 5, Talismonger Shops 4, Mojave Hot Spots 2
Spells: Manabolt, Clairvoyance, Combat Sense, Demolish Gun, Melt Armour, Increase Reflexes, Resist Pain, Armour, Sight Removal, Decontamination, Radiation Beam (no armor bonus unless it has radiation protection, inflicts P damage, continues to burn and causes Nausea), Radiation Aura
Metamagic: Masking, Shielding, Absorption (each success reduces the force by 1 and provides a charge that reduces the drain of other spells)
Gear: Armored Jacket (12), Bonded Sustaining Focus 3, Commlink Rating 4
Weapons: Unarmed (Acc 7(10), 6(9)S, Reach 0, AP 0)
Use stats for Nuclear Spirit in Street Grimoire.
Once the runners have defeated the cultists and their toxic leader, they can send the location of the radioactive waste to their employer of choice in order to get paid.
>> There’s some pretty bad mojo in the are around Trinity Valley. Whatever is going on there can’t be good
>> Reaper
>> Wait, if I’m reading between the lines correctly here, someone is delivering nuclear material to Trinity Valley. There is no way that’s a good thing.
>> Havik
>> Note to self: stay out of the Mojave for a while…
>> Cristiano
Posted in Fifth Edition Shadowrun, Shadowrun
Tags: Campaign, Data Haven, Fifth Edition, Runs, Shadowrun, Shadows Over Las Vegas