Shadowrun: A Time For Choosing

Needle in the Haystack
The Plan Starts to Form

"<You sure they would be out here?>"

"<They usually try abandoned cars or dumpsites. I doubt it was a long range attempt; that has too many risks to it. Sometimes they like to get closer so they can get back into their bodies faster. Last thing you want to do is lose track of your physical form.>"

A small drag on the cigarette as he continued to search the alleys kept the man from getting stressed. Here he was in the middle of a downpour searching thru dumpsters; how'd he get the short end?  He was going to make sure that whoever was stupid enough to try, if they were here, was going to get what was coming to them…

Notes from last session:

Jester is recovering slowly from his unconscious ways; he is now playable again at your leisure, Cross.
You are getting foam explosives, enough to pierce the underground pathway for a deal of 2,000 nyun. The cost of this comes at a favor from Skunk's fixer. The deliver time is expected to be 12 hours. 

Current Time: 10:00PM PST
Hours until operation failure: 19.

Plan thus far:

PREP: Set up bomb in the tunnel, get kid inside the complex. PHASE 1: Kid sets up distraction, hacker gets herself in control of the complex security PHASE 2: Kid gets the key, prepares for final phase. PHASE 3: Distraction is detonated first. Doors are locked after a sizeable quarter of the guards go to the casino floor. We detonate teh explosive, get inside, kill all guards in the holding area, kid liberates the girls, we get everyone in the car and floor it.

Subtlety is Key

It didn't take long for them to head over there, and thankfully I knew someone who could provide a Decker at the last moment. Reports say that they arrived at the location with enough time to scope out the place, in which they met the hired Decker. Much as I hate to have to rely on these street scum, there's no time to get any true professionals. 

Have to rely on her judgment of them; I have no choice.


<u>Data Gathered While Hacking:</u>

Floor Plans: 3 Story building; 1st Floor is Restaurant. 2nd Floor appears to be residential. Nothing further gathered on the occupants within the time obtained. Basement is setup two stories below ground level. No real construction needed due to it being part of the Underground, back in the Fifth World. Tunnels are sealed and sectioned off from the majority of the Ork Underground area into a larger area. It's been reinforced around to add stability to the structure, as the tunnels were not setup to have a large operation like that. Thus the walls surrounding the area will not be easily taken down. There also appears to be no mundane means of getting in and out of there, other than the elevator on the 2nd floor which leads to the basement. Elevator is located in one of the residential rooms. There is a staircase on the back way to lead up there and there is no means of a entrance within the restaurant from what the floor plans show.

Holding area appears to be a large room, surrounded by reinforced steel. No real means of entering it according to the floor plans found.

Security Measures Within Holding Area: 

Security is tight within holding area. Sealed off in another room, it is setup within a large reinforced steel door with a maglock holding area. Requires keycard to enter room. Only the head guard holds this key in this building, who sits at a small desk nearby the doors. Walls surrounding room are reinforced. At all times there are guards within there. There appears to be notes on the building next door into having some use from the underground, but was not able to obtain further details other than it is secured with sentry drones and a guard. A Magic barrier is setup all around the area to prevent Astral and Spirit interference. No information is given about who is the one who cast the spell within the security details you gathered.

Doll Information:

Limited information is held on their network, but it does appear that girls are brought to these rooms thru a back way in the building next door to the restaurant and exit the same way to ease transportation of the products. Some girls are left to provide entertainment in the apartments upstairs for patrons to use as they see fit. They can be purchased at the casino itself.

Camera Placements:

Camera placements are everywhere, including the restaurant, the 2nd floor, the building next door, outside of the building, the 2nd floor entrance. The camera's central hub is in the building next door.

A Storm is Brewing
That in Which the Subjects Meet

Each one came from a different space, each with different experiences. Yet I must rely on them on them now to save her.

A ork, a elf, and a little girl. Who would have thought it.



Name: Clarissa Jones
Race: Dwarf
No further information given.

Woman was captured in the Villa Plaza while shopping. No guard outfits around here, from what we could gather, it was simply a random grab for attractive girls by themselves. Eyes on girl were ordered not to pursue, merely observe. Attack occurred at around 6:30PM PST.


Location taken:

Susa Hibachi: Restaurant in Tacoma. Mostly a take-out place with few tables to sit and eat. Real business is underground; has a small casino and prostitution ring as well. Security is tight due to this and the Shotozumi-gumi's, but this is not the primary source of this. Inside sources tell us that this is where they deal with creating mere Oirans. The high scale Geishas are handled elsewhere, which they would never allow a dwarf to join. This is how we know she is here.

Casino is sectioned off between the main casino portion and the lab. As Nightrunner Security is the public face of the Yakuza, expect heavy resistance if you choose to go in hot. They are prepared for a frontal assault, which I do not recommend unless you are confident you can get out.


Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.