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Sep 28 2006, 03:42 AM
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#1
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,748 Joined: 5-July 02 Member No.: 2,935 |
Planning ahead a little here - what are some of your favorite halloween-themed runs?
It used to be I'd run a one-shot on Halloween Night - a short scenario where the players are newbie gangers being inducted into the Halloweeners, but as the flames ring high something goes wrong... |
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Sep 28 2006, 03:53 AM
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#2
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Shadowrun Setting Nerd ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Banned Posts: 3,632 Joined: 28-June 05 From: Pissing on pedestrians from my electronic ivory tower. Member No.: 7,473 |
Thriller... Thriller Night...
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Sep 28 2006, 04:17 AM
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#3
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Uncle Fisty ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Admin Posts: 13,891 Joined: 3-January 05 From: Next To Her Member No.: 6,928 |
That sounds awesome AH. WE've had a few memorable ones. One was based off of Rose Red, up to and including the name, since, ya' knwo, it's in Seattle.
Turned out that it was Tanamous using the house/legend as a cover for really nasty stuff, fetus farming and all that. The spirits were a couple of real spectres from their victims, old ghosts from the area attracted to the background count, and spirits summoned by a blood mage working with them. The ghouls really should have been a hint. It was a neat game. We also played one in Glamis castle, trying out the Will bequest. There was much bumping in the night.....err... the bad kind of 'bumping'. |
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Sep 28 2006, 05:20 AM
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#4
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Moving Target ![]() ![]() Group: Members Posts: 897 Joined: 26-February 02 From: TIME OUT Member No.: 1,989 |
ZOMBIES!!!
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Sep 28 2006, 08:45 AM
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#5
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Moving Target ![]() ![]() Group: Members Posts: 100 Joined: 7-December 05 Member No.: 8,054 |
Halloween Night:
A giant Corp. green house lab/small scale production facility where said corp has gene twisted pumpkins to grow pharma-chemicals on the inside with the filaments. Bound guardian spirits. Harvesting drones with some nasty security features to supplement the sites defenses that look a lot like scarecrows in the moonlight. And in the basement, a lab where they keep the subjects on whom they test the drugs that they are "growing" (including anti-rejection drugs for cyberware and implantation facilitation drugs for bioware), who just might escape during a security laps at the big Halloween party just a short while before the runners arrive. Add a party of runners sent in to collect the pumpkins to the spirts, war-golem-scarecrows, and escaped (cyber)lunatics, and enjoy a night of fun and mayhem in the pumpkin patch. Early Happy Halloween, AFE :nuyen: |
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Sep 28 2006, 01:21 PM
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#6
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Target ![]() Group: Members Posts: 93 Joined: 9-December 03 From: Greenville, SC Member No.: 5,889 |
One Halloween, I gave all bound spirits a new test to break free. Since we were playing SR2 at the time, that pretty much just meant elementals. That caused some serious trouble for the team's resident spellboy (and ended up with him requiring his first new set of skin), as well as chaos all across the 'plex (and the world) as something like 1/4 of all bound elementals went free at once.
No one ever figured out why it happened. |
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Sep 28 2006, 05:29 PM
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#7
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Creating a god with his own hands ![]() ![]() ![]() Group: Members Posts: 1,405 Joined: 30-September 02 From: 0:0:0:0:0:0:0:1 Member No.: 3,364 |
We've had a few of these threads in the past few years: Here's some stuff I've saved in txt. I didn't think to copy down the poster's names, so apologies if you find yourself reading your own words. THIS STUFF IS NOT MINE.
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Sep 28 2006, 06:27 PM
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#8
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
I made a run (practically a campaign, although the game died before I got to bring it fully to bear) based on the first one fix-it listed, getting the girl from the underground facility. Sorry for the long post, but basically it worked like this:
Mission 1 - Synopsis - crew goes to creepy old house in NAN for a week and faces terrible illusions until they open the door in the basement and are subsequently told they've completed their mission, return home for payment. Details - The group is hired to meet an "eccentric Johnson" who is new to the shadowrunning scene. No background, nothing on the matrix. He meets the group at a little joint called "Ma's place", a C-zone restaurant styled after 20th century pop culture. The Johnson is dressed to match the place, he looks like he walked straight out of a musty museum of 90's culture. Astral vision will show that he is alive and he has several spells cast on him, mostly defensive ones (GM can make up the details, my mage didn't ask). He says he owns a small house in NAN territory and basically he wants people to guard it until he calls and says they're done. It's really out in the boonies, unfortunately. He'll pay for transport and associated costs. Unfortunately he can only offer mineral wealth as payment for your services, but he promises to pay extra due to the inconvenience. What he offers his gold, silver and gems, much of it virgin, and good to his word, he's happy to pay more than he's worth. Overall fairly agreeable, but it quickly becomes clear that there's some sort of business going on he doesn't want to talk about. A smart player might assume it's associated with smuggling. He arranges for the group to meet him at Seatac airport. He's chartered a small private jet. The party meets him there and he invites them on board. There's no sign of the pilot as they get comfortable. Once everything is nice and sealed, the little air vents turn on. People with a chemical analyzer will quickly realize there's a knock-out drug in the air. People with toxin filters or insanely high bod scores will get a chance to see their comrades fall unconscious before they too follow. People wake up from their naps as the airplane comes into a landing. The airport is basically a flat piece of ground. As promised, it's out in the boonies. All technology is 90's era tech or earlier, and there aren't many people. The crew arranges transport some how, most likely through stealing a truck. Something interesting and scary happens on the way over. The house is a Victorian style house in the mountains (I have maps if people are interested), hours away from any other signs of civilization. The house appears to be hundreds of years old and outfitted for long-term living. It is equiped with a generator, but most stuff runs without electricity or gas. There is plenty of stored food. Strangely, any wireless equipment is of limited use. Due to the weather conditions and the shape of the mountains, they cannot connect to wireless internet, cell phones, etc. EXCEPT to contact the Johnson. As the party sets up, gradually they begin to see visions or hear noises, hopefully leading them downstairs. If they get too complacent or aggressive, in the middle of the night something starts casting high level trid phantasm on THEM. Character A sees a vision of Character B being eaten by a zombie, when really the zombie is B. When C enters, he sees B as normal and A as a monster. This was really fun and ended up with the quietest character in the group narcojeting three other guys (since everyone was shooting at everyone else). Finally I'm sure someone gets the bright idea of searching the basement. In doing so they find a big, locked trapdoor. If they open it, imagine the scene from Rats in the Walls by Lovecraft (which is required reading, BTW). There's some sort of sacrificial altar down there and signs of gore, as well as a beautiful gem embeded in the earth (which they can take if they'd like). There are several ancient, rotted cages. Within one is someone calling for help. The cage is too dark to see details beyond it being a very scrawny, starving person. He only manages to speak a little, and not anything the group can understand, before he goes quiet, and only very slight breathing can be heard. If they ignore him, he'll probably try to do something else to get their attention. If they open it up, they only find the rotting remains of someone who must have been dead for quite a while. Of course, the body will disappear as soon as they go to sleep. Once the body has been released, the mission is over and they are called back. Until then, the Johnson will ask them to stay there and will continue paying them for their time. He can't give details about the house, he officially never visited there, however his interest is only in getting them to go down and open that box. When they return to the airport, the jet is waiting for them. Again they fall asleep on the flight over and wake up in a dark plane, no sign of the pilot, but payment and a note of thanks left for them. A bonus is also available if they did especially well. Any alteration to the groups' equipment did NOT happen. Any programming projects have made no progress since they left, no ammunition expended, no food eaten. It's like they never left the plane. Spice to taste. Mission 2: Synopsis - like the vault job described previously. Details - The Johnson returns. In my case, I was trying to get two different groups to join, so this worked well. The Johnson really shouldn't want to hire the same group twice, to avoid anyone figuring out what's going on. However, metagame reasons may force you to use the same group anyway. The Johnson is representing a client who has recently been fired by a geomancy corporation in the NAN. The client is very upset about being fired, but has some valuable information and was smart enough to anticipate his termination. He is now hiring 3 teams to go back to the locale and retrieve a "valuable object". The J does not know what the object is, only that it weighs less than 150 lbs. and is smaller than a coffin. Team 1 will hit the place first and remove all security. Team 2 is the party and will move after Team 1 to retrieve the item. Team 3 is purely astral. Team 2 will hit a very powerful ward on the elevator shaft that must be taken down. If Team 2 does not want to take down the ward themselves, they call in for Team 3 to do it. At no point will the 3 teams communicate directly with each other. All communication is sent through the Johnson. The runners are hired to enter the location, get to the underground lab and retrieve the object. They are assured they'll know it when they see it. Unlike the last job, they will need to arrange their own transportation. The mission proceeds as described in the previous post. The group retrieves a quiet young girl. If things become odd, the Johnson will tell them to drop the girl off anywhere outside of the facility. Ultimately his only concern is that the girl not be killed. Of course, with both missions, any crazy old Native Americans will recognize the house/girl/facility as being very bad magic, and the location is historically a "bad place". Crazy old Native American will not be able to explain further, at least not without using crazy words like Yenadlooshi. The background (for GMs only) [ Spoiler ]
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Sep 28 2006, 08:28 PM
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#9
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 |
I actualy ran something based on that first one Fix-it posted a few years back, and the spooky little girl still gets brought up in conversation. She ended up as a reflection in a window when I eventually killed the PC that carried her out.
The nice thing about Halloween runs is its an excuse to pull ALL the stops out to set the mood. Props, ambiant lighting, paranoia tricks, the works. I had pre-recorded the Johnsons offer on .wav and played it for them. I recorded my commute (45 miles of smooth highway) from the floor of my car and had it on loop for the entire transportation segment. I didnt roll dice all night, because I had a string of 300 pre-rolled numbers that I crossed off. Boy, if you though random dice rolls where bad, try watching their reaction when you cross off a few numbers for no reason. When it comes down to it there are 2 different ways to get to your players. After all, you can do anything you want to the charcters, its the PLAYERS you want to make cry. So you either end up with horror, or terror. Personally I like terror, so I shall expound. It breaks up into 2 fairly different camps on its own. On one hand you have 'Monster in a box' that pops out and makes you jump. Pretty much any slasher flick ever made. On the other, and harder to achive, you have raw ambiant creepyness. Go watch the Japan version of 'The Ring', and dont plan on sleeping for a while. If you like, you can cross the two, horror and terror, but not often. My team poked around the facility a bit much, and stumbeled into a surgical theater (one of the ones you can see from the second level). I had a plastic lawn chair and a tub of popcorn in the corner, and the rest of the place was covered in gore and other maters of distruction. Including a hand print on the second story window. Overall, dont be dissapointed when your players leave with a much lower energy level then normal. Infact that should be your own little moment of victory. Scar the players and scare the charcters. |
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Sep 28 2006, 08:33 PM
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#10
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
Many thanks Fix-it! I've tried to that old post about the particularly creepy Halloween Arcology run but it had evaded my Search-fu.
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Sep 28 2006, 09:39 PM
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#11
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Once I did a Halloween run which was very loosely based on the Friday the 13th NES game. Basically, a supernatural serial killer was loose in a park and the runners were hired to quietly kill him/her/it. I made a map of the park and gave the players the option of going wherever they wanted in the park in search of the serial killer. Just like in the NES game, I secretly made the killer move around as well so that if and when the party encountered the serial killer was entirely a matter of luck and movement.
Actually, the serial killer was an evil spirit with its life hidden in a possessed little girl so that the spirit itself just kept having thing ding off it in essence. It was pretty funny because by judiciously using the spirit's prodigious combat pool I totally killed a PC who made a bad decision. Unfortunately, this occurred during the salad days of my GMing so I didn't realize how powerful Reach could be in melee. When the bo-staff-wielding pacifist character caught up with the girl even though the girl was supernaturally enhanced the bo staff character easily smacked her down because of reach. Finally, in a panic, one of the PCs declared he was standing over the fallen girl's body and emptying the entire magazine from his assault rifle into her. I wasn't even sure how to describe how she looked after that so IIRC I said that now she looked like so much torn meat not even resembling a human being. Yeah, good times. |
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Sep 28 2006, 11:12 PM
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#12
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Moving Target ![]() ![]() Group: Members Posts: 355 Joined: 24-August 02 From: Magna, Ute Nation Member No.: 3,166 |
I'm planning to intruduce Shidem on Halloween. My game is late December and it should be early January around Halloween. Of course this is if one of players gets out of jail in time.
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Sep 28 2006, 11:16 PM
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#13
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,635 Joined: 27-November 05 Member No.: 8,006 |
One of the characters or one of the players? |
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Sep 29 2006, 01:24 AM
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#14
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Moving Target ![]() ![]() Group: Members Posts: 139 Joined: 19-September 04 From: Charleston, IL Member No.: 6,676 |
Something that works well with mechanics already in the Shadowrun sources is that during events such as this, Boston gets pretty crazy. Think Salem witch hunts. Also, New Orleans normally has random magic spurts according to the books, so Possibly being the height of a religiously (evil) holiday, the spirits would really go nuts down there.
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Sep 29 2006, 05:16 AM
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#15
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Moving Target ![]() ![]() Group: Members Posts: 176 Joined: 7-September 05 From: Austin, TX Member No.: 7,706 |
I like the Halloween based aventures where each player brings me a present, cause Halloween is my birfday :D
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Sep 29 2006, 05:45 AM
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#16
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Moving Target ![]() ![]() Group: Members Posts: 897 Joined: 26-February 02 From: TIME OUT Member No.: 1,989 |
If players do not bring me candy I become displeased. :lick:
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Sep 29 2006, 03:04 PM
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#17
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Incertum est quo loco te mors expectet; ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,548 Joined: 24-October 03 From: DeeCee, U.S. Member No.: 5,760 |
Hey, congratulations, me too! Too bad my players don't bring me anything but strife. |
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Sep 29 2006, 05:38 PM
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#18
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Creating a god with his own hands ![]() ![]() ![]() Group: Members Posts: 1,405 Joined: 30-September 02 From: 0:0:0:0:0:0:0:1 Member No.: 3,364 |
Mine bring me nothing but stupid.
BTW, those who posted stuff get copied to the txtfile. It'll be in the next "Halloween Runs" thread. which will probably be a dime a dozen in a few weeks. |
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Sep 29 2006, 08:36 PM
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#19
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 |
No problem. HW runs are something that needs to be taking somewhat seriously. Its poetic license to go pole vaulting "over the top" and hopefully are the most memerable you players have.
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Sep 30 2006, 03:59 AM
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#20
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Moving Target ![]() ![]() Group: Members Posts: 355 Joined: 24-August 02 From: Magna, Ute Nation Member No.: 3,166 |
Players, unfortunately. He got busted for lighting someone's car on fire. Actually, he had someone else do it, but that still doesn't make it right by the law. |
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