Shadowrun Modules


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Dark Archive

Since there are a lot of Shadowrun afficionados on the boards, I figured this would be as good a place to ask this question as any. I'm looking to start running a Shadowrun game, but I don't have a lot of time to write up original material - are there any published modules anyone could recommend?


I think the other shadowrun thread "I love shadowrun" has some ideas, but here's some more. Firstly, there's not too many published for 4E, so if you're playing that one you might need to do some conversion. IF you visit the offical website they do publish one a month that you can download for free, and now they are doing ones for 4E. They can more or less be run as a campaign, one after the other. However, I haven't bee that impressed with the quality of these books. I have run a number of published Shadowrun adventures, my favourite is the Brainscan campaign, which involves Deus the AI that takes over the Renrakru acrcology, this series is awesome. The three adventures published in the corporate punishment adventure are all pretty solid. I've been trying to run Paradise Lost, which takes place on Hawaii, I like this module, but it takes some reworking. I can't think of too many other that really stand out right now.

PulpCruciFiction wrote:
Since there are a lot of Shadowrun afficionados on the boards, I figured this would be as good a place to ask this question as any. I'm looking to start running a Shadowrun game, but I don't have a lot of time to write up original material - are there any published modules anyone could recommend?


Also check out dumpshock.com. This is a message board site for just Shadowrun, and several of the editors/authors frequent the site.

If nothing else they will be able to fill you in on module listings, summaries and errata.

Stan


Pathfinder Maps, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

If you can find it, I recommend Harlequin (I think that's the name of it - a series of seemingly-unconnected jobs that turn out to be connected after all, and a run-in with a couple of immortal elves). Very imaginative, and lots of fun, particularly for a group that likes to figure out what's really going on. A couple of interesting moral dilemnas, and a good variety of scenarios.

I'd like to adapt this adventure to D&D (probably set in Eberron) but I haven't figured out the major players yet, much less the substitutions required on the individual shadowruns...


Cintra Bristol wrote:

If you can find it, I recommend Harlequin (I think that's the name of it - a series of seemingly-unconnected jobs that turn out to be connected after all, and a run-in with a couple of immortal elves). Very imaginative, and lots of fun, particularly for a group that likes to figure out what's really going on. A couple of interesting moral dilemnas, and a good variety of scenarios.

I'd like to adapt this adventure to D&D (probably set in Eberron) but I haven't figured out the major players yet, much less the substitutions required on the individual shadowruns...

Harlequin's Back is another good one, and it involves some deep travelling to the metaplanes (but don't worry, if you have immortal elves involved, even mundane's can make the journey) *It is a sequel, but can easily stand alone.

There is another one that was great, involving an Urban Brawl team, but the name escapes me.

Hmm... now I'm tempted to pull out my boxes of Shadowrun stuff out of storage and leaf through them... I only have the 4E stuff out right now, due to space limitations.

Dark Archive

Thanks to everyone for the suggestions! I did manage to track down the original Harlequin, and it looks really interesting from what I've read.


I think one of my favorite single adventures (as opposed to full campaigns) was Queen Euphoria. Great fun, lots of potential for spin-offs, some awesome new enemies, cool personalities. That one's probably my all-time favorite.

I remember the one set in and around the Urban Brawl game, too. That had some fun components to it. I remember reading the brief history of the rules of Urban Brawl and getting plenty of chuckles. Like the one about the big controversy where the player who had the ball was struck by a grenade, blown apart by the blast, and the part of him that was stuck to the ball landed in the goal area 20 meters away. The rules were then modified to state clearly that the ball carrier or part thereof is not required to enter the goal area under his own power. Heh heh.

Shannon


The Urban Brawl adventure is called A Killing Glare!

Eye Witness, Total Eclipse, and my all time favorite Ivy & Chrome are all excellent adventures as well!


Harlequin was great; intricate, fun and with plenty of cool locations and NPCs. Dragon Hunt was stupid fun and works well as an intro to Shadowrun. For sheer creepiness nothing beats Universal Brotherhood, though that cat is probably out of the bag in 4th edition.


Krypter wrote:
Harlequin was great; intricate, fun and with plenty of cool locations and NPCs. Dragon Hunt was stupid fun and works well as an intro to Shadowrun. For sheer creepiness nothing beats Universal Brotherhood, though that cat is probably out of the bag in 4th edition.

It was kinda out of the bag back in 2nd edition, lol

Universal Brotherhood, its thematic sequal in Double Exposure, and the Bug City Sourcebook... plus a lot of the novels featured bug spirits.

But hey, Bug Spirits were always a welcome addition to my SR games.


PulpCruciFiction wrote:
Since there are a lot of Shadowrun afficionados on the boards, I figured this would be as good a place to ask this question as any. I'm looking to start running a Shadowrun game, but I don't have a lot of time to write up original material - are there any published modules anyone could recommend?

There are some published Shadowrun adventures, but I find most of the time Shadowrun adventures, at least with my group, deviate so far from the intended path, it is impossible to run a published adventure to it's intented end.

We'll do a simple, 'get the gizmo' run and it will turn into an 8 hour clusterf*$^. Either things go wrong straight off at the first meet, or after we get the gizmo, things fall apart, or DURINg the process of getting the gizmo, someone fails a stealth check and all goes to hell.

Universal Brotherhood is always fun ;)


Talion09 wrote:

It was kinda out of the bag back in 2nd edition, lol

Uh-oh. I must be a 1E player then. ;)

What's the newfangled meta-secret for Shadowrun these days? Immortal Elves causing Global Warming?


Krypter wrote:
Talion09 wrote:

It was kinda out of the bag back in 2nd edition, lol

Uh-oh. I must be a 1E player then. ;)

What's the newfangled meta-secret for Shadowrun these days? Immortal Elves causing Global Warming?

lol,

Well, to me the "Bug Spirit Secret" was out of the bag a long time ago... if for no other reason than that I loved to read through all the published material, just because the storyline and atmosphere was the best ;-)


PulpCruciFiction wrote:
Since there are a lot of Shadowrun afficionados on the boards, I figured this would be as good a place to ask this question as any. I'm looking to start running a Shadowrun game, but I don't have a lot of time to write up original material - are there any published modules anyone could recommend?

Check out the Shadowrun Missions site. 25 free adventures, all for SR4.

http://shadowrun4.com/missions/

The campaign will soon be restarted with a new plot arc and new adventures.


DNA/DOA, Renraku Arcology Shutdown, Ivy and Chrome, Harlequin, and Universal Brotherhood (if you can find it)are my favorite Shadowrun adventures. Mercurial and Eye Witness (somebody saw Phantasm a few too many times) are both decent.

Elven Fire has some good ideas on war between street factions, but I don't think I would run it as written.

Queen Euphoria had a really cool premise, but there were a few things that I didn't like. There was nothing the runners could do to change the ending (I would change this if I ran this adventure). And there was a bar for wannabe shadowrunners where if the players started a fight, the GM advice was to have them beaten up (It serves them right.) I could see this if it was a real bar for gangers or shadowrunners, but as written, I just can't see it. Anyway, the short version is buy it, and change it around to suit your needs.

Total Eclipse is just awful. Don't read it. And I like reading adventures.


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I've only really played/run 1st Ed. Shadowrun, so this may not be a big help.

I think my favorites for introductory adventures were Bottled Demon and Dragon Hunt. Dragon Hunt actually works better, IMO, as an introductory adventure, but the story is more interesting if the group makes contact with a certain NPC in Bottled Demon first.

Universal Brotherhood (or rather the included adventure "Missing Blood") is one of the best Shadowrun adventures out there, but not one I'd throw at a group just starting out. Both the adventure and its aftermath require a more experienced group of players. Of course, Universal Brotherhood can be purchased as a PDF on the Paizo site.


P.H. Dungeon wrote:

I think the other shadowrun thread "I love shadowrun" has some ideas, but here's some more. Firstly, there's not too many published for 4E, so if you're playing that one you might need to do some conversion. IF you visit the offical website they do publish one a month that you can download for free, and now they are doing ones for 4E. They can more or less be run as a campaign, one after the other. However, I haven't bee that impressed with the quality of these books. I have run a number of published Shadowrun adventures, my favourite is the Brainscan campaign, which involves Deus the AI that takes over the Renrakru acrcology, this series is awesome. The three adventures published in the corporate punishment adventure are all pretty solid. I've been trying to run Paradise Lost, which takes place on Hawaii, I like this module, but it takes some reworking. I can't think of too many other that really stand out right now.

PulpCruciFiction wrote:
Since there are a lot of Shadowrun afficionados on the boards, I figured this would be as good a place to ask this question as any. I'm looking to start running a Shadowrun game, but I don't have a lot of time to write up original material - are there any published modules anyone could recommend?

the original Harlequin module was amazing... i played in it and ran it at a later date... harlequin's back was pretty good too


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Harlequin can also be purchased as a PDF.


the last book to come out, Emergence, is a campain but I haven't looked at it yet.


swirler wrote:
the last book to come out, Emergence, is a campain but I haven't looked at it yet.

I've bought and read through Emergence, and I wouldn't exactly call it a campaign book in the normal sense. It does tell a story and has a lot of good run ideas, but they aren’t a connected series of runs like the Adventure Path series is.

The story is about how technomancers become public knowledge over the course of 2070, and the emergence of the new type of AI. (They aren’t the god like AI's of third edition, but evolved normal programs.) I have to commend the writers over at Catalyst Games, because the whole thing is told through the point of view of the Jackpoint forum users and various media events.

I really enjoyed reading the book and the game ideas, while only a small part of the book itself, are damn good and could keep a gaming group going for a few months.

I also appreciated the way the story was interwoven with their setting book, Runner's Havens. Most of the run ideas take place in Seattle and Hong Kong, along with the major events of the story, so anyone using those cities as their base of operations gets the chance to be part of metaplot when it comes to town. Buy both books if you plan to buy Emergence.


Getting into shadowrun played a few pick up games just got the core book cant wait to get some good adventures and happy as hell its on Hero Labs


There's been some good adventure material put out in the last couple of years. The Dawn of the Artifacts series seems pretty good. I've run several of the missions adventures for this season and they are pretty good. There are a few Horizon corporation themed adventures. I have the first one it's decent, but I haven't run it.

Joey Virtue wrote:
Getting into shadowrun played a few pick up games just got the core book cant wait to get some good adventures and happy as hell its on Hero Labs

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