Last Saturday we did the sequel of "The trouble with tempo", followed by "Flipside"
[ Spoiler ]
The runners acted as security for the meeting during the baseball game. Nothing special happened (or was meant to happen by the book) though the mage PC turned out to be a fan of the team playing, and spent the meeting watching the game, complete with fan-beer-hat on. The gunbunny stayed in the van on the parking lot, and shot a cat when it came too close, to be on the safe side.
Afterwards, the team openly discussed whether to kill Kaz' boss, or switch sides to Kaz' boss and kill Kaz. Kaz considered that to be psychotricks to get more money. He did get a bit more cautious though.
While Kaz was preparing his master plan, the PCs got another job - Flipside, from the "The Source" arc. Since our PCs are working undercover for the mob, this run was not done for the Cartel, but the mafia sent the runners out to catch a possible alternative source of tempo while they were waiting for Kaz' next job. They also heard that others, competitors within the mob, were also hunting the dealer.
With the mob as Johnson, they could skip all legwork - the mob already knew where Smalls was working. The runners planned to send in two of them posing as elf groupies, and the Physad as backup, to nab the dealer under the guise of seducing him. The rest of the team watched the feeds from the cybereyes of the two front runners.
The two tried to enter the bathroom Smalls was in, but a bruiser from the mob, part of the group of four that was "interrogating" the elf, barred the way. The mage recognised those as mobsters, and competition, and told the physad to "knock them out" - inside joke for "Kill them", stemmed from the physad overkilling a target they needed to get alive by getting something like 18 successes on the melee test (edge and a lot of 6s) while trying to knock the target (which was recovering inside a hospital from surgery) out.
So the physad jumped at the first mafia thug, severly wounding him and knocking him down, then jumped into the melee with the remaining three, hitting two of them at once, again for much damage, and avoding a taser shot by the third. The two other runenrs took the first thug down while the physad stomped the other three, starting with the taser guy. Smalls was very grateful, for about 3 seconds - the runners did not rally listen to his thanks, but knocked him out, and dragged him to the waiting van.
A bit later smalls was not very grateful anymore, when he was getting interrogated by the mob, with the mage's detect lies spell running. Smalls was disposed of after he had spilled his source, Vilamoura, and the runners were ordered to get ahold of him.
Their decker found the adress easily, and also found out the man had rented two apartments on the 4th floor. The runenrs drove there with their new van, and encountered two armored limousines. The gunbunny blew both up with rockets, then shot a few WP grenades into the entrance of the building, where thugs were taking cover. That exit covered, and the building starting to catch fire, they covered the fire escape since they knew the apartments rented were right next to that. The gunbunny suspected that the enemies inside could run down a floor or two, and then use the fire escape, and was getting ready to shoot all who ran outside, but did not shoot when a mother with her two children appeared. Instead she fired a HE grenade into both apartments, followed by a neurostun grenade.
Since the adventure writeup stated that "anything more volatile than a narcoject dart is liable to cuase a chemical fire", the HE grenade caused a big explosion, which blew out the windows.
At that point, the spirit threw two thugs out of the windows, which caused the runners to answer with WP grenades. Vilamoura, on fire, but his aura calm and not in pain, walked out on the fire escape, laughing, then - when the spirit left - screamed and quickly died, falling down. Unfortunately, the mage had not been observing the guy astrally, so missed the spirit. The runners fled the scene before the fire brigade arrived. Mr. Johnson was not amused that the mage had not assensed the scene.
Critic:
Ttrouble with Tempo Sequel: The scene between Kaz and his boss was good, although looked more like a cutscene than a scene runners were able to take part in. That might cause some players to screw it up just so they can cause something, instead of just listening to the description of the GM.
Flipside: Solid adventure framework, though the presence of the runners at the climax with the delegation from the cartel feels a bit forced. I'd not see them taking hired help there.