TEXT: SRM3-08: Firestorm Credits
  Writing
  Andrew Coen
  Art
  Brent Evans, Jef  Preston, Klaus Scherwinski, 
  Patrick “Squinky” Sullivan
  Maps
  Andrew Coen
  Shadowrun Missions Logo
  Andy Coen
  Shadowrun Missions Coordinators
  Stephen McQuillan, Aaron Pavao, 
  Steven “Bull” Ratkovich,
  Copyright© 2010 The Topps Company, Inc. All Rights 
  Reserved. Shadowrun, Firestorm and Matrix are registered 
  trademarks and/or trademarks of T e Topps Company, Inc. in 
  the United States and/or other countries. No part of this work 
  may be reproduced, stored in a retrieval system, or transmitted 
  in any form or by any means, without the prior permission in 
  writing of the Copyright Owner, nor be otherwise circulated 
  in any form other than that in which it is published. Catalyst 
  Game Labs and the Catalyst Game Labs logo are trademarks 
  of InMediaRes Productions, LLC.
  Catalyst Game Labs, 
  an imprint of InMediaRes Productions, LLC 
  PMB 202 • 303 - 91st Ave. NE, G-701
  Lake Stevens, WA 98258
  Find us online
  info@shadowrun4.com
  (Shadowrun questions; 
  please check the website FAQ f rst!)
  http://www.shadowrun4.com
  (of  cial Shadowrun website)
  http://www.holostreets.com
  (subscription Shadowrun website)
  http://www.catalystgamelabs.com
  (Catalyst Game Labs website)
  http://www.catalystgamelabs.com/catalog 
  (online Catalyst/Shadowrun store)
  SRM3-08: Firestorm
  
  Shadowrun Missions
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  2
  INTRODUCTION
  SRM03-08 Firestorm is a Shadowrun Missions campaign 
  adventure. All maps, player handouts, and other playing aids are 
  found at the end of this document.
  PREPARING THE ADVENTURE
  SRM03-08 Firestorm is intended for use with Shadowrun, 
  Fourth Edition, and all character and rules information refers to 
  the fourth edition of the Shadowrun rules. 
  Adventure Structure
  SRM03-08 Firestorm consists of several scenes. T ese scenes 
  form the basis of the adventure, which should be completed in 
  approximately four hours. If you are running short on time, you 
  should streamline each and be a little more generous with clues, 
  target numbers, and other requirements to aid in guiding the 
  players through the adventure.
  Each scene outlines the most likely sequence of events, as 
  well as how to handle unexpected twists and turns that inevitably 
  crop up. Each one contains the following subsections, providing 
  gamemasters with all the information necessary to run it.
  Scan T is provides a quick synopsis of the scene’s action, 
  allowing you to get a feel for the encounter at a glance.
  Tell It to T em Straight is written to be read aloud to the 
  players, describing what their characters experience upon entering 
  the scene. You should feel free to modify the narrative as much as 
  desired to suit the group and the situation, since the characters 
  may arrive at the scene by different means or under different 
  circumstances than the text assumes.
  Behind the Scenes covers the bulk of the scene, describing 
  what’s happening, what the non-player characters are doing, how 
  they will react to the player characters’ actions and so forth. It also 
  covers the setting of the encounter, going over environmental 
  conditions and other properties of the location as well as providing 
  any descriptions of important items.
  Pushing the Envelope looks at ways to make the encounter 
  more challenging for experienced or powerful characters and other 
  ways you can add some “extra spice” to the scene.
  Debugging of ers solutions to potential problems that may 
  crop up during the encounter. While it’s impossible to foresee 
  everything that a group of player characters might do, this section 
  tries to anticipate common problems and of er suggestions for 
  dealing with them.
  RUNNING THE ADVENTURE
  Gamemastering is more of an art than a science, and every 
  gamemaster does things a bit dif erently. Use your own style when 
  it comes to preparing and running the adventure and do whatever 
  you feel is best to provide the best Shadowrun game you can for 
  your players. Shadowrun Missions adventures are designed to run 
  in a standard four-hour convention time slot. 
  Please keep this in mind when running the adventure. You 
  should leave at least 15–20 minutes at the end of the time slot 
  to complete any necessary paperwork and pass out the players’ 
  Debrief ng Logs. (Make sure that you have enough copies of the 
  Debrief ng Log for this adventure to give one copy to each player 
  af er running the adventure.) T is section of ers some guidelines 
  you may f nd useful in preparing to run SRM03-08 Firestorm (or 
  any Shadowrun Missions adventure).
  Step 1: Read The Adventure
  Carefully read the adventure from beginning to end. Get a 
  feel for the overall plot and what happens in each scene. T at way, 
  if something dif erent happens, you won’t be caught of  guard and 
  you can adapt things smoothly.
  Step 2: Take Notes
  Take notes for yourself while reading through the adventure 
  that you can refer to later on. Possible things to note include: 
  major plot points (so you can see them all at a glance), the names of 
  various non-player characters, possible problems you notice, situ-
  ations where you think a particular character can shine and other 
  things you’ll want to keep in mind while running the adventure.
  Step 3: Know The Characters
  Prior to the start of the adventure, examine the PCs’ record 
  sheets and Debrieﬁ ng Logs for your reference and have basic informa-
  tion about their important abilities handy so you can refer to it during 
  play. Also go over the characters and keep their previous events listed 
  on the Debrieﬁ ng Logs in mind when determining non-player char-
  acter actions in various scenes if such a dynamic has been included.
  Step 4: Don’t Panic!
  Gamemastering involves juggling a lot of dif erent things. 
  Sometimes you drop the ball and forget something or you just 
  make a mistake. It happens, don’t worry about it. Nobody is 
  perfect all of the time and everybody makes mistakes. Just pick up 
  from there and move on. Your players will understand and forget 
  about it once you get back into the action.
  GENERAL ADVENTURE RULES
  Shadowrun Missions adventures use the rules presented in 
  Shadowrun, Fourth Edition 20th Anniversary Edition (SR4A). 
  Standard rules such as success tests, the Rules of One and Six, 
  and other common mechanics are described in SR4A and are not 
  repeated in this adventure. 
  Please keep in mind when preparing for the adventure, that 
  the PCs will not necessarily comprise a “balanced” party. It’s 
  entirely possible that the party will be made up entirely of tech-
  nomancers or back-to-nature shamans. If the characters run into a 
  brick wall because of such complications, show f exibility and use 
  your best judgment in how you lead them back to the plot. 
  Non-Player Characters
  Non-player characters (NPCs) are essential to any adventure. 
  T ey are the allies, antagonists and background characters in the 
  adventure that interact with the player characters. NPCs in this 
  adventure have already been created and can be found in the Cast 
  of Shadows section.
  T e NPCs in this adventure should generally stand up to the 
  average player character, but may need some adjustment to suit 
  a particular group of characters, especially a more experienced 
  and powerful group. T e scenes and NPC descriptions of er tips 
  on adjusting the NPCs to suit the abilities of the characters in 
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  3
  your group. To adjust the power level of an NPC, refer to the Prime 
  Runner Creation and Advancement Table (p. 285, SR4A). Take 
  the player characters’ abilities into consideration when assessing 
  the NPCs in this adventure and modify them accordingly.
  Table Rating
  Table Rating (TR) is used to adjust the diﬃ  culty of an adven-
  ture so that it is appropriate to the characters playing it. T e TR 
  value can be used to increase the number or abilities of opponents, 
  and the device ratings of equipment in the adventure. In addi-
  tion, when NPCs or devices are making tests for anything except 
  resisting damage, award them a number of bonus dice equal to the 
  TR as an additional situational bonus.
  Before beginning game play, ask the players to agree on a 
  TR from one to six for the scenario. Instruct them that beginning 
  players and characters are expected to play at TR 1. More veteran 
  players and characters may choose to raise this dif  culty. Explain 
  to the players that as the dif  culty increases, the rewards also 
  increase. Once the players have agreed on a TR value, use that 
  value consistently through the scenario.
  Selling Out
  T rough the course of a scenario, a PC may become af  liated 
  with one or more of the corporations that make up the board of 
  the Manhattan Development Corporation. If an unaf  liated PC 
  completes a secondary objective (see Corporate Interests), even 
  accidentally, then he gets an of er to af  liate instead of the reward. 
  Aﬃ  liates are not become full-ﬂ edged Company Men, but rather 
  act as “deniable assets,” “covert agents,” or to put it bluntly, “spies.”
  Each corporation has an interest in what’s going on around 
  New York. As a result, each corp has a task it wants its people to 
  accomplish during each scenario. Naturally, each corp also has a 
  reward it gives to those agents that accomplish these objectives.
  Af  liations are supposed to be kept secret, in keeping the 
  theme of espionage, so the players of af  liated characters should be 
  notif ed in a subtle way. If your gaming group is comfortable with 
  keeping in-character information separate from out-of-character, 
  then tell them where all can hear. If you are uncertain about this, 
  passing a note may be more appropriate. 
  PCs who choose to accept this aﬃ  liation will have the oppor-
  tunity to earn special rewards and undertake special tasks in select 
  scenarios. When applicable, these rewards will be noted in Picking 
  up the Pieces. 
  Losing Corporate Afﬁ liation
  One of the most important parts of the deal for a corpora-
  tion’s “loose contract” with a shadowrunner is secrecy. If the corp 
  can’t deny the runner’s involvement with its dealings, the runner 
  is of little value to it.
  If a shadowrunner allows his af  liation to become known, or 
  deliberately works against the af  liated corporation’s secondary 
  objective, the GM should make a Public Awareness Test against 
  the af  liate near the end of the adventure, just before the f nal 
  scene. T e threshold for the test and the possible consequences 
  are given on the Af  liation Betrayal table below; the greater the 
  infraction, the lower the threshold. If the test succeeds, the conse-
  quences listed below are applied by the GM to the af  liate. 
  Afﬁ liation Betrayal
  Af  liate Action
  Public Awareness 
  T reshold
  Consequence
  Af  liate drops hints about his af  liation.
  3
  Corporate reward withheld, even if secondary objective 
  is successful.
  Af  liate reveals his af  liation, even to other 
  af  liates of the same corp.
  2
  As above, plus aﬃ  liation revoked, +1 Notoriety, –1 Street 
  Cred.
  Aﬃ  liate deliberately prevents the comple-
  tion of af  liated corp’s secondary objective.
  1
  As above, plus an additional +1 Notoriety and –1 Street 
  Cred, and the corp sends a “cleaner” to kill the (ex-)
  af  liate during the f nal scene. See Cleaner Table, below.
  Cleaner Table
  Table Rating 
  Cleaner NPC*
   
  1 
  Use stats for Triad Lieutenant (p. 284, SR4A)
   
  2 
  Use stats for Red Samurai Lieutenant (p. 283, SR4A)
   
  3 
  Use stats for Tir Ghost Lieutenant (p. 283, SR4A)
   
  4 
  Use stats for Combat Mage (p. 99, SR4A), Enforcer (p. 102, SR4A), 
   
  or Gunslinger Adept (p. 104, SR4A)
   
  5 
  Use stats for Combat Mage (p. 99, SR4A), Enforcer (p. 102, SR4A), 
   
  or Gunslinger Adept (p. 104, SR4A) with a +2 bonus to all dice pools.
   
  6 
  Use stats for Combat Mage (p. 99, SR4A), Enforcer (p. 102, SR4A), 
   
  or Gunslinger Adept (p. 104, SR4A) with a +4 bonus to all dice pools.
  *Gamemasters are encouraged to customize cleaners if they desire, but to stay roughly at the power level given
  
  Shadowrun Missions
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  4
  PLOT SYNOPSIS
  T e runners are hired by Ares to recover a missing drone, 
  codenamed “Project: Firestorm”. T e drone in question is the Talos, 
  which escaped a few weeks ago from Scienta Labs in Manhattan in 
  (SRM3-04 Monkey Wrench). Some of the runners may have been 
  present at the escape of this drone, and the Ares rep will note this. 
  Ares however will make it clear they believe that the runners are 
  ready for the “Big Time”, and gets them on track to get their hands 
  on the drone.
  While this is going on, Phrex, the AI piloting the drone, is 
  doing research into memories the former jarhead, Allen, had 
  stored on the drone’s internal memory circuits. T e concept of 
  the jarhead possibly being a living being that was once a full body 
  with its own experiences fascinates him. He decides to follow the 
  trail of the experiences to see where they lead him. 
  T e runners track down the fact that a strange drone has been 
  seen in the neighborhoods of the Bronx looking into things that 
  sound suspiciously like a dead man’s life. Before the runners have a 
  chance to follow up a promising lead, their world gets complicated. 
  Horizon contacts the runners and tells them they need to try and 
  f nd one of their lost AIs. T ey believe that it was involved in the 
  Talos escape, and might even be the current drone pilot. Horizon’s 
  reps are extremely worried that the AI will be subjected to a hostile 
  environment, and that they need to get it “home” before some-
  thing untoward happens to it.
  A Note on Commlinks
  By 2070, commlinks have become a universal appliance. 
  Because just about every NPC is going to have one, they won’t 
  always be statted out in the adventure text. For NPCs who do 
  not have a statted commlink, assume it has all necessary ratings 
  at (TR/2) +1 (round-up). Th ese commlinks will not contain any 
  valuable paydata. 
  Paperwork
  Af er running a Shadowrun Missions adventure, there are 
  several important pieces of paperwork that need to be f lled out. 
  Th e ﬁ rst is to make certain to distribute a copy of the adven-
  ture’s Debrief ng Log to each player. As the GM, please make 
  certain to f ll this out and sign of  on it for each character. In the 
  interests of time, you may have each player f ll out the sections, 
  with appropriate values that you give them. Please consider the 
  PCs actions in the scenario when providing Reputation modif ers, 
  per those rules (p. 265, SR4A). 
  T e second is to make sure that all players have updated their 
  character’s calendar. PCs are allowed to go on one run per week. 
  T e calendar is used to track the character’s monthly lifestyle 
  expenses, adventures, and their downtime exploits. 
  Finally, please use the web reporting form available at
  http://www.shadowrun4.com/missions/ Future adventures will 
  ref ect the outcome of this one. Without GM feedback, the PCs’ 
  exploits will be unable to af ect the campaign.
  ADVENTURE BACKGROUND
  When the dust had settled, from a botched run on a Scienta 
  Labs facility, there was an AI on the loose. T e AI, which went by 
  the name of Phrex, had found a way to insert a specially designed 
  nexus into an experimental Ares drone. What Phrex had not 
  counted on was what was waiting in the drone’s circuitry. T e 
  former jarhead who had occupied the drone had come to some 
  breakthrough revelations about its former life. With the rigged 
  simsense capabilities, it had started to record its memories into the 
  memory modules in the drone. T e jarhead had plans to use them 
  to track down its old life. When Phrex integrated himself to the 
  drone for the f rst time, and activated all the systems, he received 
  feedback and emotional data that was programmed by the jarhead 
  to remind him to access and explore these memories. T e f ood of 
  such unfamiliar things caused a moment where Phrex lost control 
  of the drone, and it operated on preprogrammed routines that 
  Ares had put in place. Unfortunately this lead to the death of a 
  few runners, and to the escape from Scienta labs.
  Ares is put into a hard place by the escape. T e drone not 
  only contains the memories of the jarhead, but also vital data of 
  the operations it has done. If these were compromised, Ares could 
  be put in a position to show that it had run illegal test operations 
  with the drone on prominent Neo-Anarchists in NYC. Ares is 
  going to need some deniable assests in place for this recovery, to 
  reduce the risk of their involvement in this whole af air. 
  Horizon on the other hand, has lost a valuable research assis-
  tant and young mind from its workforce. T ey are concerned that 
  the AI doesn’t understand what has happened, or how to interact 
  with the world while in this drone. T ey are concerned that they 
  get a rescue party out to Phrex so he can come home and undergo 
  the proper training to be integrated with a larger populace. 
  CORPORATE INTERESTS
  The following are the secondary objectives for 
  affiliates of each organization. Unless otherwise 
  noted, a PC’s secondary objective(s) will be delivered 
  after the team has agreed to take the job offered in 
  The Hire. Secondary objectives are always delivered 
  discretely (e.g. by encrypted text message, by an agent 
  of the corporation, via Mindlink spell, etc.), but never 
  mention the reward to be given upon completion.
  Ares: Deliver Horizon’s custom AI enclosure node 
  to Ares.
  Aztechnology: Destroy the AI called Phrex. [Do not 
  give this until after the events of The Rundown.] 
  Horizon: Deliver the Talos to Horizon or destroy it.
  NeoNET: Deliver Horizon’s custom AI enclosure nexus 
  to NeoNET.
  NYPD Inc.: Arrange for the Talos to be destroyed.
  Renraku: Deliver Horizon’s custom AI enclosure nexus 
  to Renraku.
  Saeder-Krupp: Deliver a one-kilo sample of the Talos 
  to Saeder-Krupp.
  Shiawase: Make sure the Neo-Anarchist leadership do 
  not ﬁ nd out about the Talos. 
  Spinrad: Deliver one of the limbs of the Talos to 
  Spinrad for analysis.
  Neo-Anarchists: One of our people is named Big 
  Bear; make sure he gets anything he needs if you 
  meet him.
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  5
  MAD scan (rating TR) by the driver, that someone wants to make 
  sure there are no surprises during this meet. T e driver will politely 
  request that they leave weapons behind, but will reluctantly (social 
  test of the player’s choice against a threshold of (TR ÷ 2) allow 
  them to carry small arms with them. 
  T e meeting is held at a restaurant that is full of real wood, 
  expensive looking china, and a wait staff that appears to be 
  perfectly sculpted. T e restaurant itself has its wait staf  sculpted 
  to appear like many famous old pre-simsense stars. Try to frame 
  this as an extremely high-class experience, which may be outside 
  the normal events of most shadowrunners. As they are escorted to 
  their private dining area, they are treated as a successful corporate 
  citizen would be treated.
  When they are brought in, their Mr. Johnson for the run 
  will apologize for not rising to meet them, but explain that the 
  wheelchair keeps him from at least falling over in their presence. 
  For some runners who have been through Denver, they will 
  immediately recognize Jared Falcone (see Cast of Shadows). 
  For the others he will introduce himself and note that he is a 
  “troubleshooting specialist” for Ares. For any runners who have 
  been through the Denver Shadowrun Missions, he will explain 
  that Ares of ered him obscene amounts of nuyen to come out of 
  his “retirement” and work solely for them. He will also note that 
  he has taken the time to review the runner’s psychological prof les 
  and has already ordered lunch for them. T e food that arrives is all 
  naturally grown food, with no soy or krill substitutes. For runners 
  who maintain middle or lower lifestyles, the f avors and aromas 
  may be an entirely new experience for them. It will be immediately 
  apparent that a meal like this would cost the runners quite a bit 
  (Luxury Lifestyle).
  Af er allowing for some idle chitchat and the meal being served 
  and started, he will dive into the reason he has brought them to this 
  meeting. He will tell them that Ares has taken note of the runner’s 
  actions recently and would like to pursue a closer relationship. To 
  facilitate this he has been authorized to bring them into a special 
  recovery project. T e runners will each be of ered 1,000¥ + (1,000 
  ¥ x TR) each to recover a drone for Ares. Payment is subject to 
  negotiation with an additional (50¥ x TR) added for each net hit 
  on an opposed test (maximum of 5 net hits). Falcone will note as 
  well that the drone must be returned unharmed, as all the tests and 
  diagnostics have not been completed. He will remind them that this 
  is a chance to shine in Ares eyes and an opportunity to earn lucrative 
  long-term contracts with the company. Th is will be all information 
  he is willing to divulge until the runners agree to take the mission.
  Af er the team accepts the assignment, Falcone presents the 
  runners with a look at the drone (Handout #1). He will tell them 
  that the Talos, which is the focus of Project: Firestorm was lost 
  from a testing facility a few weeks ago. If any runners at the table 
  were present for SRM3-04 Monkey Wrench he will note that they 
  have surveillance video streams which implicate that those charac-
  ters may already have information on this escape. He will express 
  that the drone should be brought in as soon as possible, as Ares 
  wants to reduce the chance that competing corps will have access 
  to this new design. He will also reaf  rm that the drone will need 
  to be returned unharmed, as the drone will then have to be f xed 
  before it can continue its testing. If the drone is badly damaged, 
  their final payment will be docked proportionately. (In game 
  T e runners will then get a chance to almost catch up to 
  the drone. They instead walk into an argument between the 
  jarhead’s ex-ﬁ ancé and her neo-anarchist comrades. Th e drone 
  recently stopped here to f nd out about this woman who had a 
  few memories preserved in the drone. She got scared and called 
  her friends to her aid. Unfortunately, the drone was recognized 
  by the leader of this group. T e argument escalates and the leader 
  of the neo-anarchists will try and drag the runners into it any way 
  possible. He will push his anti-corp agenda on to the whole discus-
  sion. When the runners dif use the situation, or manage to extract 
  themselves from it, they will be contacted and told of old squat the 
  jarhead used to use in town.
  T e runners will have a bit of a hard time tracking down the 
  location of the entrance to this squat, and during the intervening 
  time, the neo-anarchists have had to time to set up an ambush 
  for the drone. T ey have plans to use it to call Ares into account 
  for the tests they ran with this drone. As the runners are talking 
  with Phrex, the neo-anarchists spring their ambush. Th e runners 
  are of ered a chance to help them take the drone down and use it 
  against Ares. 
  At this point, it should become apparent that the runners 
  will be hard pressed to please all the parties involved. T eir actions 
  might lead to a full scale crossf re situation, with Horizon and Ares 
  possibly sending troops in to assist in the recovery of their assets. 
  T e runners will need to make a decision quickly, as the parties 
  involved have run out of patience.
  THE HIRE
  SCAN THIS
  T e runners will be hired to retrieve some hardware from 
  Ares. T is is the big time, as they are going to work directly with 
  someone who could bring them in and make them “company men” 
  T ey even f ew a specialist in all the way from Denver to handle 
  their business.
  TELL IT TO THEM STRAIGHT
  It is way too early for your ’link to be going of . Someone 
  better have a lot of cred riding on something to get through your 
  private commcode at this hour. When the connection comes up 
  you see the comely face of a dark haired elf on the other end.
  “You seem to have hit the big time. Ares has a specialist in 
  from Denver to help contain a situation.” Mara Blain, who you 
  know as a high end corporate f xer, tells you, “You better f nd 
  your best outf ts; you have a lunch appointment at Le Bernardin 
  in Times Square. Temporary passes have been cleared already for 
  this trip. Your ride will be around to pick you up at 10:30 sharp”
  She transmits your passcodes for the entry and sends some 
  information on the restaurant. Judging by this ARO, you really 
  may have hit the mark with your work. It seems that it may be time 
  to f nd your nicest armored suit and tie … 
  BEHIND THE SCENES
  The team will be picked up and transported in Nightsky 
  limos to the meet. It will become apparent when they are patted 
  down for weapons (Perception + Intuition of 7) and subjected to a 
  
  Shadowrun Missions
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  6
  If they do, and their contact is lower than Loyalty (TR) Ares will 
  send a warning message via Falcone on the f rst infraction for each 
  character, and then terminate their contract on the second. Ares is 
  keeping close tab on the team as Falcone has told the runners. 
  T e team’s persistence should pay of  with the small tidbit of 
  news data that gives them their f rst solid lead. T e lead should 
  take them through Co-op City, a lower-class area of the Bronx, 
  looking into a sighting that happened a night ago. When the 
  runners arrive, J.T., a frycook at the local McHugh’s (see Cast 
  of Shadows) will describe seeing something that matches the 
  schematic views the runners have seen of the Talos. If the PCs 
  give J.T. a chance to realize that he has some information of value 
  to them, he’ll try to talk them into paying him for it. As he hasn’t 
  quite come to realize the value of a nuyen or his information, he’ll 
  happily accept 10¥ x TR.
   If the runners have been cut of  by Ares, or right af er visiting 
  the f rst lead, they will be contacted by a Horizon Mr. Johnson 
  named Ieto Hong (see Cast of Shadows). He will arrange a meet 
  at Linda’s Café in the Bronx, not far from Mets Stadium. Th e Mr. 
  Hong will explain that they are looking for an AI which was lost to 
  them a few weeks ago. T ey have information that the runners are 
  currently looking for a drone that escaped Scienta Labs, and that 
  they believe their AI was working at the facility when the drone was 
  removed. T ey fear that the AI has integrated with the drone and is 
  now loose in the city. T ey will explain that, in terms of maturity, the 
  AI has the curiosity of a toddler combined with the stubbornness of 
  a teenager. T e representative will point out that they would like to 
  bring the AI home before anything happens that might endanger it. 
  It will be apparent during this conversation Horizon has the type of 
  concern a parent has over a lost child, and a Sense Motive (2) check 
  will show that Mr. Johnson is being sincere with this concern.
  T e Horizon representative will of er the runner’s equivalent 
  pay to Ares to bring the AI home to them. Payment is subject to 
  negotiation with an additional (50¥ x TR) added for each net hit 
  on an opposed test (maximum of 5 net hits). Th ey will oﬀ er use 
  of a special portable nexus which can handle the processing the 
  AI will need; all they have to do is get him to move there. If the 
  runners refuse, the Mr. Hong will be disappointed, but under-
  standing. A Horizon Spider will be assigned to watch the team’s 
  commlinks to see if they can track down the team and recover the 
  AI themselves. (Scanning active commlinks and tracing the one 
  with the lowest f rewall.)
  T e runners should be in a place to start asking questions on 
  the street about the “Bronx Monster.” T e runners should use their 
  resources to start prying and getting pieces of the story. When the 
  team is talking with their contacts, use the contacts’ mood to build 
  up the fear that seems to permeate some of the neighborhoods 
  out here. People have seen something, but can’t identify it. T e 
  runners watching newsfeeds and local blogs as they go should 
  narrow things down until they get a hit on a mechanic locally 
  (Crazy Horse Eddie, see Cast of Shadows) who is reporting that 
  she just helped service the monster.
  If the runners make a quick line to follow up on the report, 
  they will f nd the scene is still in a state of confusion. T ere are a 
  few scared people in the area, all of whom can talk about seeing 
  the vanishing monster (its Chameleon Coating in action). When 
  they f nally get Crazy Horse alone she will reveal that she had 
  terms, for every 3 boxes of damage the drone takes (one quarter 
  of its Condition Monitor) the runners will be docked 25 percent 
  of their payment.) 
  Falcone will expect that the team wishes to get right on to 
  business and will expect that the team begin their legwork right 
  aft er lunch is concluded. If the runners try and delay at the restau-
  rant he will note that the “eyes of Ares” are on them and that they 
  should remember what is at stake.
  From here, the team will need to proceed to the Legwork 
  section. Follow T e Rundown for advice on how to best handle 
  that progression.
  PUSHING THE ENVELOPE
  If any characters who have played through the Denver 
  scenarios has a beef with Falcone (he might have jumped them 
  with an Ares team in Denver) and they wish to play this out, roll 
  with it. Allow Falcone to dif use their anger with the usual “just 
  biz” attitude. Have him note that Ares is giving him the chance to 
  repay the slight with this chance to work closer with the company. 
  He will sell himself as well as he can, maybe going as far as to 
  promise things he can’t pay of  on.
  Runners who may have been involved in SRM3-04 Monkey 
  Wrench might have been involved in the escape and the possible 
  destruction of Ares property. Have Falcone remind them that they 
  will get their second chance here, and should be happy with Ares 
  for not sending strike teams here to pick the runners up.
  DEBUGGING
  T e runners may suspect a trap here. Make sure that Falcone 
  puts them at ease, and lets them know that there is no blame 
  involved. Also any ex-Denver runner should be told that the past is 
  behind them, and it is a new start for a new town as far as Falcone 
  is concerned. If the runners are too paranoid about all this, it may 
  still be that they want to walk away. If there is nothing he can to to 
  make them take this job he’ll make a f nal note that the runner’s are 
  passing up a golden opportunity, but let them go without fuss.
  THE RUNDOWN
  SCAN THIS
  T e runners have to start looking for the proverbial “needle 
  in a haystack.” NYC is a big place and they need to f nd one drone 
  loose in the town. Diligence will pay of  and they should soon 
  stumble upon a small clue. Af er letting them start chasing down 
  leads in Legwork you should present Tell It to T em Straight.
  TELL IT TO THEM STRAIGHT
  You have a picture of the subject you need to acquire, and you 
  have the whole of the Five Boroughs to look over. T is looks to be 
  a mighty big haystack you are going to have to dig through.
  BEHIND THE SCENES
  Runners should be placing calls all around the town, as well 
  as using Data Search to investigate obscure newsnets and blogs 
  to see if they can f nd a lead on this Talos. T ey should take care 
  however to not slip up and pass out any info on the drone itself. 
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  7
  leads a gang of Amerindian Neo-Anarchists in the city. Colleen 
  had run with these gangers after her fiancé disappeared. They 
  were the first people she could think to call after the Talos left 
  her residence.
  Big Bear will ask the runners about what they know of 
  the crazy drone that has dropped in on his “squaw.” Colleen 
  will take offense to this the two will immediately launch into 
  a volatile argument. Big Bear will attempt to draw the runners 
  into the argument, pointing out that he has people to protect, 
  or that the Bronx Monster needs to be brought in for the good 
  of the people, or that the runners must not listen to the tales of 
  a mad lady who was seduced by the creature. It should quickly 
  become apparent to the team (Sense Motive (1)) that the ork 
  wishes the girl to get angry and he is trying to use the runners 
  to provoke a reaction.
  Big Bear has brought a number of gangers with him equal 
  to the number of player characters (use Humanis Policlub 
  Good Squad, p. 282, SR4A). They will be more than happy 
  to fight if the runners try and use strength to get their way 
  here. Colleen also does not want this descending into a brawl 
  in her apartment. The runners will have to act fast to diffuse 
  the situation. Colleen should initially be considered Suspicious 
  of the team, while Chief Big Bear is Prejudiced against them 
  (p. 131, SR4A). 
  If the runners do manage to isolate Colleen from Big Bear, 
  or they leave to help defuse the situation, she will be willing to 
  talk. If they have left, she will pick up on someone who was 
  broadcasting a public profile and call them. She will tell them 
  that she talked with the monster. After it recounted a number 
  of private moments, it started talking about a place it remem-
  bered. She tells the runners that place described a safe house 
  where her ex-fiancé used to hole up when things got rough. 
  She will give directions to a park that is a few blocks from her 
  apartment and tell them he used to go underground to the 
  aqueducts somewhere in the park.
  Once the runners have this information they can proceed 
  to Homecoming.
  PUSHING THE ENVELOPE
  If the runners seem to be itching for combat but decide 
  to leave Colleen’s apartment without one, have Big Bear call in 
  another group of his gangers to jump the runners as they leave. 
  There should be TR x 2 gangers waiting for the runners a block 
  or two from Colleen’s apartment.
  DEBUGGING
  The runners might just decide to draw weapons and start 
  shooting the gangers, no matter what Colleen prefers. If they 
  do, it will take two minutes for a response team to get to 
  this location. By luck, this area will be covered by a Knight 
  Errant subcontract, rather than NYPD, Inc. The downside 
  will be that, as long as they’re still working for Ares, they will 
  have to find a way to convince someone to spring them and 
  explain their unprofessional behavior to Falcone, and then 
  get Colleen to talk. Depending upon how persuasive they 
  are in talking with Falcone, this may cause Ares to drop them 
  from the contract. 
  turned on her “scanner” on her commlink (a Rating 4 Agent 
  with the scan sof ware) and had it record the signals coming from 
  the Monster. Her decoding of this indicates that the drone was 
  accessing a GPS system of satellites and has pinpointed an address 
  it was looking up. 
  When the players manage to convince the character to reveal 
  the address and follow up on it, proceed to Breadcrumbs. 
  PUSHING THE ENVELOPE
  T e runner’s may decided that the deal that Ieto Hong or that 
  Falcone is of ering not good enough. So they could decide to start 
  playing the two sides, and seeing if they can escalate a bidding war 
  for the “goods”. If they get too public about this, have Falcone send 
  in a CorpSec team to bring the runners back (1 Lieutenant plus 
  a number of grunts equal to the number of players, p. 281–282, 
  SR4A) or if they cross Ieto Hong have him pull in his connections 
  to get a squad of NYPD Inc in (Use Lone Star Police Squad, 1 
  Lieutenant plus a number of grunts equal to the number of players, 
  p. 282, SR4A). T is can lead to either Mr. Johnson terminating 
  their contracts and possibly ending the run.
  DEBUGGING
  T e runners may start to get frustrated if they cannot pick any 
  information up quickly. If they feel like they are running in circles feel 
  free to have one of their contacts call them, or e-mail them a “funny 
  story” they heard about the “Bronx Monster” to help push them along. 
  If the runners have good standing with Horizon, and no standing with 
  Ares, feel free to have Horizon contact them earlier as well.
  BREADCRUMBS
  SCAN THIS
  T e runners have followed the entire trail they have found to 
  an apartment on the west side of the Bronx. T ey are not the only 
  ones who have heard about the Talos visiting this location. T e 
  runners will arrive soon af er the drone has lef  the building and 
  get a chance to meet some other interested parties.
  TELL IT TO THEM STRAIGHT
  A solid lead at last. Looks like this area has seen better days, 
  but at least you might be close to catching your quarry. You scan 
  the address in AR and see you’ve found the place. Looks like an old 
  Brownstone style place. As you approach you can hear the sounds 
  of raised voices up in the upper levels of the building.
  BEHIND THE SCENES
  T e runners will arrive to the apartment of the jarhead’s 
  ex-ﬁ ancé Colleen (see Cast of Shadows) a few hours af er Phrex 
  has visited her. She was badly shaken by the incident, as she 
  doesn’t know whether Phrex was an AI or if the dead had come 
  back to visit her. Once the team convinces her to answer the door, 
  she will try and keep the runners out on the stairway and talk, 
  but this will be interrupted from inside by a man demanding to 
  know who is poking their noses into “his” business.
  The man is Chief Big Bear (see Cast of Shadows), an ork 
  with some trace ancestry back to the Seneca tribe. He currently 
  
  Shadowrun Missions
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  8
  T e Talos and Phrex (see Cast of Shadows) are here, and 
  they have been watching all the proceedings as the runners 
  entered. If the PCs attempted to enter using Stealth, have the 
  Talos make the appropriate Perception Tests. If the runners 
  have an Active commlink when they descend, Phrex will 
  attempt to contact them from hiding to f nd out what they 
  want from him.
  If the runners explain the situation clearly about Horizon 
  he will agree, stating simply that although the experiment has 
  been grand, he has much he wishes to learn before traveling 
  out in the “skinlands” again. He would be willing to give up 
  his home in this drone shell and accompany the runners back 
  to Horizon.
  If the runners choose instead to use this chance to attack 
  Phrex, he will f ght back with all he knows about the drone’s 
  capability. He will use the stealth aspect of the drone to keep 
  himself from being targeted while attempting to use his superior 
  abilities in the matrix to shut down any vision enhancements or 
  shut down f ashlights.
  If f ghting breaks out, or the runners appear to be making 
  moves to surround the Talos, go to Damned If You Do.
  PUSHING THE ENVELOPE
  New Yorkers love to f ush their pet gators down the drain. 
  It is well known there are many of them living in the sewers and 
  aqueducts. T e runners are very unfortunate though, as someone 
  managed to lose their prized exotic pet, an Afanc (p.157, 
  Running Wild), and it has taken up residence here as well. 
  HOMECOMING
  SCAN THIS
  T e runners have another location, and this time they are 
  making good time to get there. Unfortunately, f nding the location 
  will require some search time, and they will again f nd that they 
  have arrived late to the party.
  TELL IT TO THEM STRAIGHT
  It has taken a bit of time, but you have managed to f nd the 
  entry down into the Old Croton Auqaduct. Looks like this point 
  of entry has been disturbed before you arrived. Something heavy 
  lef  footprints and scraped away some of the rust from the old 
  iron covers. Looking down, you notice the hand railings have long 
  since succumbed to entropy, and it looks like a long drop. Who 
  was carrying the line here?
  BEHIND THE SCENES
  Th e drop is 23 meters down. Th ere are enough handhold to 
  make climbing checks down 15 meters until drop to the ﬂ oor. Th e 
  runners are going to need some sort of line, a levitate spell, or a 
  drone capable of carrying a person to safely reach the f oor (or take 
  falling damage). Climb checks (p. 132, SR4A) are required. T e 
  next challenge will be the darkness. T e area 2 meters out from 
  below the entry hole is pitch black. T e room is a good size (see 
  Map #1) and has 2 water f ows cutting across it from the aqueduct. 
  T is area is cut of  from the Matrix entirely, which should cause 
  some discomfort to technomancers. (T ough a scan may reveal 
  the Talos’s hidden node.)
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  9
  will use the same entry as the team used. (See Cast of Shadows for 
  both teams. T ere will be TR x 2 members of each team.)
  Once the team manages to negotiate or f ght their way out, 
  proceed to Picking Up the Pieces.
  PUSHING THE ENVELOPE
  Even if one of the other corporations (Ares or Horizon) has 
  not been contacted, have them show up at this point as well. If 
  the runners turned down Horizon’s of er, or they got dumped by 
  Ares, they will gun for the runners f rst and the concentrate on 
  keeping the drone out of the other teams hands. If Are shows up, 
  they will demand to take the drone as part of their payment, as it 
  will need to be debriefed for their diagnostics as well.
  DEBUGGING
  Runners may get into a f ght about who is going to get the 
  targets here. Let it play out, because a f ref ght will erupt as soon 
  as it is apparent that the runners are divided. Let each side of er 
  extra to the runners to sell each other out. Someone is going to get 
  betrayed here and the runners should feel the full consequence of 
  their choices here.
  PICKING UP THE PIECES
  MONEY
  Ares recovers the drone: 1000¥ + (1000¥ x TR) 
  Horizon Gets Phrex home 1000¥ + (1000¥ x TR) 
  False ID: PCs who successfully provided Big Bear with the 
  information requested receive a Rating 5 Fake SIN with Rating 5 
  White Manhattan License associated with it.
  KARMA
  1—Ares recovers the Talos
  1—Horizon gets Phrex home
  1— The runners work a deal with Phrex to help the neo-
  anarchists get the data they need
  An additional 1–3 points of Karma may be awarded for good 
  role-playing, a good sense of humor, or a particularly insightful 
  action. T e maximum adventure award for SRM characters who 
  played this adventure is 6 karma.
  AFFILIATION
  If a PC completes a secondary objective without being 
  assigned it, and is not already af  liated with the corporation that 
  would have assigned it, that corporation will discretely approach 
  the PC at the end of the scenario and make an of er of af  liation 
  with them.
  In addition, in this scenario the following corporation(s) will 
  make an of er under the following circumstances:
  T e usual pitch mentions that the corporation will want 
  small jobs done on the side with the promise of rewards from 
  the corporation. T e need for secrecy is always emphasized. 
  Th ere is no up-front oﬀ er, the deal is simply between two free 
  business entities. If the PC agrees, he or she becomes an af  liate 
  for that corporation.
  DEBUGGING
  T e biggest challenge may be getting the runners down into 
  the hole. If they see that there may be no easy escape, they may 
  balk at going. T ey may also complain if no one has any means 
  of getting down the hole. Fortunately there should be a nearby 
  sporting goods store with easy access to climbing gear. 
  DAMNED IF YOU DO …
  SCAN THIS
  The Runners now have a hot commodity on their hands. 
  Unfortunately at this point it seems like all the parties involved 
  want something, and they can’t all be pleased. T e team will now 
  have to make a decision on what to do.
  TELL IT TO THEM STRAIGHT
  Just as you think that the rollercoaster has come to a full stop, 
  you hear a voice from out of the dark.
  “Please, disable the robot and leave him with us, we can make 
  you a good of er for it,” T at sounds like Chief Big Bear. Damn, 
  why does everyone seem to be one step ahead of you today?
  BEHIND THE SCENES
  T e hacker working for the Big Bear’s Tribe put a trace out 
  on the runner’s commlink with the lowest Firewall right af er the 
  encounter in Colleen’s apartment. Th ey overheard the conversa-
  tion and managed to make their way here and get hidden before 
  the runners. Now that they seem to have everything under control, 
  the neo-anarchists want the prize.
  Big Bear will be very straightforward with the runners, 
  telling them he believes this drone matches the description of one 
  that was seen a few weeks ago in Terminal. It had systematically 
  eliminated at least three leaders of diﬀ erent neo-anarchist groups 
  before disappearing under the radar. Big Bear believes that proof 
  of these incidents is somewhere on the drone’s memory chips. He 
  will also talk of his suspicion that the AI aboard might be involved 
  in the murders. 
  He can’t give the PCs any money, but he does have the 
  ability to provide them with a solid fake SIN (Rating 5) linked 
  with a White Manhattan Pass (Rating 5). In exchange, he wants 
  his people to get their hands on the drone and to take a look at 
  all of its circuitry to get at the proof that this drone was the one 
  in Terminal. He will be insistent that his crew take the drone 
  with them. He will be willing to negotiate the release of the AI, 
  however, if the runners point out that the drone escaped from a 
  lab af er the murders.
  At this point the runners will have to decide who gets what. 
  It’s not possible to fully satisfy every party interested in the drone. 
  Some of the better connected runners may have already informed 
  their contacts at Ares or Horizon that they have a good lead on 
  the drone. If this is the case, af er Big Bear makes his presentation, 
  the other corps might send strike teams into the fray. T is could 
  well lead to a standof , or even divide the team along lines based 
  on their loyalties and allegiances. 
  Refer to Map #1. Ares will enter the area from the sealed 
  entrance (blowing it up to make their entry) and Horizon’s team 
  
  Shadowrun Missions
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  10
  Search Test, limited to a number of rolls equal to their dice pool (p. 
  64, SR4A). Hits on this extended test may be substituted for hits 
  from a contact, per the standard Data Search chart (p. 230, SR4A).
  PRELIMANARY TALOS/FIRESTORM SEARCH
   
  Hits 
  Information
   
  0 
  Is that from the new Dawn of the Warrior game series?
   
  1 
  Firestorm, sounds like a weapon’s code name.
   
  2 
  We’ve heard rumors of some sort of test Ares is doing 
  code named Firestorm. Maybe it was out in Denver, or 
  was it in CFS somewhere?
   
  3 
  Ares has a schedule of tests for a Project: Firestorm. 
  Let’s see what we can dig up on that. (Go to Project: 
  Firestorm, or Ares in Legwork)
   
  4+ 
  T e project centers around a new drone, called the Talos. 
  (Go to Talos in Legwork)
  PROJECT: FIRESTORM
   
  Hits 
  Information
   
  0 
  Oh, I know, that new sim from Horizon right?!?
   
  1 
  Ares has it on a deep cover server, but it looks like its 
  scheduled for ﬁ eld tests in early 2073.
   
  2 
  T e locations listed in the testing are Denver, L.A., and 
  their Seattle facilities.
   
  3 
  Th e test subject is something called the Talos (Go to the 
  Talos in Legwork)
   
  4+ 
  T ere’s an earmark on this Talos log for hiring Scienta 
  Labs in NYC for something. Might warrant further 
  looking into. (See Scienta Labs in Legwork)
  ARES
   
  Hits 
  Information
   
  0 
  Yup, they have a building downtown here in NYC.
   
  1 
  Ares black ops aren’t going on in the city. I believe they 
  leave that stuf  for other towns.
   
  2 
  Th ere are rumors that Ares was running tests of some-
  thing in NYC recently. Nothing concrete though could 
  ever be pointed at them.
   
  3 
  Th e Neo-Anarchs have been asking the same sorts of 
  questions. You know anyone there you can talk to?
   
  4+ 
  They have some records of bringing in a Project: 
  Firestorm for testing at Scienta Labs. (Go to Project: 
  Firestorm or Scienta Labs in Legwork)
  SCIENTA LABS
   
  Hits 
  Information
   
  0 
  What do I know about labs? What-da-ya mean?
   
  1 
  Owned by the Corporate Courts, they have of  ces in 
  Manhattan proper.
   
  2 
  T ey would work as “Independent analysis” for any of the 
  Big Ten. Ares would be included (Go to Ares in Legwork 
   
  3 
  Th ere was a big muss up over there a few weeks ago. My 
  understanding is that some things belonging to Ares were 
  damaged. 
   
  4+ 
  SOMETHING escaped from the labs in there. Rumors 
  were f ying about it making its way out of Manhattan. 
  (Go to the Bronx Monster in Legwork)
  REPUTATION
  If the team fails to return the Talos to Falcone af er accepting 
  the job, they earn +1 Notoriety. 
  If the team fails to return Phrex to Ieto Hong af er accepting 
  the job, they earn +1 Notoriety.
  If the team provides incriminating evidence of the Talos’ 
  actions in Terminal to Big Bear, they earn +1 Street Cred.
  CONTACTS
  Succesfully completing the job for Ares earns Mara Blain as a 
  contact with Loyalty 1 or +1 Loyalty (to a maximum of 4) if they 
  already have her as a contact.
  Depending on how the runners interacted with Crazy Horse 
  Eddie, they may earn her as a contact with Loyalty 1, or +1 Loyalty 
  (to a maximum of 4) if they already have her as a contact.
  LEGWORK
  When a PC gets in touch with a contact, make a Connection 
  + Connection test for the contact. T e results of this test will 
  determine how many ranks of information the contact knows 
  about the question. (Apply die modif ers to this test based upon 
  relevance of the contact to the subject matter.) A PC then makes 
  a test of Charisma + Etiquette + Loyalty rating. T e contact will 
  reveal that many levels of information about that topic for free 
  (up to the number of hits scored by the contact for that topic.) 
  If the contact knows more, additional information will require a 
  payment to the contact of 50¥ x TR.
  If the PCs have worked all of their contacts, and are still 
  missing important information, they may request that a contact 
  ask around. If they do so, have the Contact make an extended 
  (Connection + Connection (20 minutes)) test. Additional infor-
  mation will be available at a cost of 200¥ x TR.
  A Data Search may also be utilized to gather information from 
  the following charts. T ey may make an Extended Logic + Data 
  CORPORATE REWARDS
  Afﬁ liates who received a secondary objective and 
  completed it are given the following reward for their 
  service, according to the corporation or organization to 
  which they are afﬁ liated.
  Ares: Luxury lifestyle home in Manhattan and a legiti-
  mate white Manhattan pass.
  Aztechnology: Obsidian katana (Rating 1 weapon 
  focus, undetectable by MAD scanners) 
  Horizon: Entertainment Systems Falcon with Pilot 4 
  and Sensor 4. 
  NeoNET: BMW 400GT w/ Pilot 4.
  NYPD Inc.: Rating 6 white pass w/ checkpoint autho-
  rization (+2 for passing through checkpoints)
  Renraku: Lone Star SWAT Watchman version cyber-
  ware suite
  Saeder-Krupp: Auto-Assault 16 w/ electronic ﬁ ring
  Shiawase: Non-transferrable Genetic Optimization 
  treatment.
  Spinrad: Parashield Skyspy
  Neo-Anarchists: 100 rounds of APDS ammo.
  Urgent Message...
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  11
  JARON FALCONE
  Paralyzed from the waist down, Falcone has a hawk-like nose 
  and a touch of gray at his temples. In his late forties, he seems like 
  the kind of man more comfortable in a boardroom than talking 
  with criminals. Jaron gave up being a f xer about f ve years ago 
  when he was shot by a rogue team working in retaliation against 
  a run he had arranged. Most of his contacts are in the corporate 
  arena due to his current business ventures, though he still remem-
  bers the name of a few f xers in the Seattle area where he did most 
  of his shadow work.
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W Ess 
  Init 
  IP
   3 
  3 
  3 
  2 
  5 
  5 
  3 
  4 
  6 
  8 
  1
  Condition Monitor Boxes: 10
  Active Skills: Computer 3, Data Search 4, Dodge 2, Etiquette 
  (Street +2) 4, Negotiation 5, Perception 3, Pistols 3
  Knowledge Skills: Corporate Politics 4, Corporate Rumors 4, 
  Fences 2, Gear Values 6, Shadowrunner Teams 2
  J.T.
  J.T. has big dreams. He wants to go to Hollywood and write 
  screenplays. Or, maybe just quit this crappy job and become 
  a shadowrunner. Or, wait, maybe he should just go to college 
  and become an investment banker like his mother told him to. 
  Actually, he hasn’t quite decided which of the dreams to pursue. 
  He does know that if he’s ever going to get out of working a job 
  like this one, he needs to keep his head down and save every nuyen. 
  He knows he’s not the smartest or the fastest or the strongest or 
  the bravest or the … well, he’s sure his imagination will get him 
  somewhere. T e Talos gave him quite a scare, but he’s already 
  trying to f gure out how he can make some money telling the story 
  of his “close encounter.”
  J.T.’s a 16-year-old human male. He’s about 1.6 meters tall 
  and weighs 55 kilograms. His acne is pretty bad—probably 
  from spending too much time over the fryer—and his scraggly 
  goatee and greasy hair doesn’t help much. When the team meets 
  him, he’s still dressed in his brightly colored McHugh’s uniform, 
  complete with the stains from the bottle of ketchup that exploded 
  on him earlier.
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  Ess Init IP
   2 
  3 
  2 
  3 
  4 
  3 
  2 
  3 
  6 
  5 
  1
  Condition Monitor Boxes: 10
  Active Skills: Dodge 3, Etiquette 1 (Street +2), Intimidation 1, 
  Negotiation 1, Unarmed Combat 1
  Knowledge Skills: Fast Food 5, Media Stars 3, Popular Trid 
  Shows 5, Street Rumors 3, Trivia 4
  IETO HONG
  Ieto Hong is a 1.75 meter tall, Asian-looking, elvish 
  gentlemen in his late 30s. His hair is black with streaks of blue 
  at the temples and is slicked back. He has dark blue eyes and a 
  faint scar across his chin. He is reserved in speech, keeping an 
  almost scary calm. He upholds the tradition of Kao, the concept 
  of saving face and keeping respectability in public. He is succinct 
  in talking, and, even in the shadows, he will show respect for those 
  who understand Kao. He keeps his temper in check, separating the 
  business side from the personal side, another corporate concept 
  TALOS
   
  Hits 
  Information
   
  0 
   The gods of destruction are back? When’s their next 
  trid-feed?
   
  1 
   An Ares project called Talos, it f ts their scheme. Don’t 
  know it though.
   
  2 
   It’s listed as a test upcoming in Ares 2073 schedule. 
  Doesn’t look like a local model.
   
  3 
   You know, I heard rumor that Ares did put a drone into 
  Scienta Labs recently. Maybe you should check them out. 
  (Go to Scienta Labs in Legwork)
   
  4+  Rumors are that a drone matching its description has been 
  seen around Terminal on Manhattan. Wonder if they 
  were doing some sort of testing early? (Make a Loyalty 
  (1) test for the contact. If the test is failed, they sell out 
  the runners at this level of involvement.)
  THE BRONX MONSTER
   
  Hits 
  Information
   
  0 
   Nah, Queens is where you’re looking for, its moved on already.
   
  1 
   An obscure datafeed from the news nets that there have 
  been reports of some sort of “monster” stalking the Bronx. 
  It’s f led under “Unlikely”.
   
  2 
   I know this guy at McHughs that saw something last night. 
  It’s the one over in Co-Op City. Maybe you should talk to 
  him. (Use as the f rst lead in T e Rundown)
   
  3 
   Th ere have been a few reports that there are other people 
  asking about this thing too. Best watch yourself out there.
   
  4+  Yeah, I know this chica up there. Runs a garage, goes by “Crazy 
  Horse”. Word is she actually talked with this thing. (Do not 
  of er this until af er the f rst lead; if they earn it earlier, have 
  the contact call them back with the information.)
  CAST OF SHADOWS
  MARA BLAIN
  Formerly a CorpSec guard for one of the big players in town, 
  Mara knows who is shooting who and why throughout most of 
  NYC. She works as an independent security consultant on of  ce 
  buildings and highrises. Don’t ask her to sell you information about 
  a system she consulted on, but anyone else’s systems are fair game.
  At nearly two meters tall, thin and muscular, Mara has the stereo-
  typical elven physique. Her curiosity and desire to understand how 
  things work drives her to experiment. Mara would normally be a very 
  closed person, but work in a corporate environment has taught her 
  to open and make fast, but shallow connections. Deep bonds of trust 
  and faith will take a much longer time to build with her. 
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W Ess 
  Init 
  IP
   3  
  5  
  4  
  3  
  4  
  4  
  4  
  4  4.7  
  8  
  1
  Condition Monitor Boxes: 10
  Active Skills: Cracking Skill Group 4, Electronics Skill Group 3, 
  Gunnery 3, Perception 2, Pilot Aircraft  3, Pilot Ground Craft  3
  Knowledge Skills: Architecture 3, Breaking and Entering 
  Techniques 4, Corporate Rumors 4, Matrix Games 3, Security 
  Procedures 3, Security Systems 5
  Cyberware: Commlink (DR: 5), Datajack, Control Rig, Simrig
  
  Shadowrun Missions
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  12
  COLLEEN
  Colleen is a 1.60 meter tall, 45 kilogram human female of 
  mixed African and Italian heritage. She’s dressed for her day job, 
  in a conservative business suit that’s a few years out of style. She’s 
  normally an outgoing, conf dent, and friendly person, but the 
  close encounter with the Talos, particularly when it brought up 
  memories of her deceased ﬁ ancée, has left  her badly shaken. At the 
  moment, she’s primarily seeking some kind of reassurance—which 
  is why she’s tolerating Chief Big Bear—however, in the end, she’s 
  hoping that Allen, her former ﬁ ancé might somehow still be alive. 
  If he’s not, she desperately wants to know what happened to him, 
  and how the drone had some of his memories.
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  Ess Init 
  IP
   2 
  3 
  2 
  2 
  3 
  3 
  3 
  3 
  6 
  5 
  1
  Condition Monitor Boxes: 10
  Active Skills: Computer 2, Data Search 2, Dodge 1, Etiquette 2
  Knowledge Skills: Corporate Politics 2, Mercenary Groups 1, 
  Current Events 1, Neo-anarchist philosophy 2
  Gear: Armored Clothing (4/0) , Commlink (CMT Clip with 
  Vector Xim)
  CHIEF BIG BEAR
  Chief Big Bear is a 2.1 meter tall ork male who weighs in at 
  140 kilograms. He carries himself with a proud stance, and is fond 
  of looking down at everyone else—and hates it when he has to 
  look up at someone. He believes his gang loves him, and he will 
  lead them like his own tribe. He is convinced that everything is 
  a giant conspiracy and will make his decisions based on this. He 
  is just logical enough to be talked down for a short time, but will 
  eventually realize he has been “tricked.” 
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W EDG Ess Init IP
   7 
  4 
  4 
  6 
  4 
  3 
  3 
  4 
  2 
  4.7 
  7 
  1
  Active Skills: Negotiations 3, Leadership 4, Pistols 3, Perception 4, 
  Pilot Groundcraf  4, Shadowing 2, 
  Knowledge Skills: English (Native),Salish 3,Street Gangs 3, Safe 
  Houses 3, Police tactics 2
  Augmentations: Dermal Plating 2, Retractable Spur
  Gear: Armor Jacket (8/6), Ares Predator IV with 2 clips of ammo, 
  Commlink (Hermes Ikon with Iris Orb)
  PHREX
  Phrex is a metaspaient AI and an insatiable hedonist in his 
  own way. He is constantly wanting for new experiences. Af er his 
  recent brush with the art world, he desires more than anything 
  else to freely roam the Matrix and experience the rest of the world. 
  However, he is currently trapped on a node that Horizon has 
  practically made isolated. Horizon designed Phrex’s “safe house” 
  to degrade his signal at an accelerated rate, to keep him coming 
  back into his home node within a few hours. Now that the world 
  seems safer for AIs in general Phrex has decided that he needs to 
  f nd a new home in the Matrix. To do this however, he needs to 
  get a regular connection from out of his isolated network into the 
  in his mannerisms. He has moved up from a security of  cer in 
  Horizon to the Head of Corporate Personal Security. He has 
  worked the shadows to uphold the notion of Kao within Horizon. 
  Horizon has been pleased with his work and has given him leeway 
  in his conducting of “business.” 
  Death is an acceptable tool in his work and will not hesitate 
  to use it in saving Horizon’s Kao (both internally and externally) 
  and that makes him dangerous. However besides killing, he does 
  have other tools at his disposal such as many police and security 
  contacts to discourage and deter those not showing respect for 
  Horizon and it’s af  liates. 
   B 
  A 
  R 
  S 
  C 
  I 
  L W EDG Ess 
  Init IP
   5 
  4 
  6 
  3 
  4 
  4 
  4 
  4 
  2 
  4.4 9(10) 2
  Condition Monitor Boxes: 11
  Active Skills: Etiquette (Corp) 3 (+2), Negotiations 3, Leadership 
  4, Pistols 3, Perception 4, Electronics 3, Shadowing 2
  Knowledge Skills: Japanese N, English 3, Corporate Policy 
  (Horizon) 2(+2), Corporate Security 3, Police Tactics 2, Security 
  Systems 2
  Gear: Morrissey Elite w/ 2 clips of ammo, Morrissey Elan, 
  2 Concealed Holsters, Berwick Suit (5/3), Commlink (Hermes 
  Ikon with Iris Orb)
  Augmentations: Synaptic Booster 1, Attention Coprocessor 3, 
  Dermal Sheath 2
  CRAZY HORSE EDDIE
  As an ork who cares for her vehicles like they were her babies, 
  Eddie use to work as a smuggler across the PCC-Sioux border. 
  Af er leaving to avoid some “entanglements”, she settled into NYC. 
  She’s attempting to go straight, but she can’t resist the money that 
  comes from the occasional black market deal. She also loves to still 
  live vicariously through other runners. She’s always willing to help 
  out for the right price, but it will also need to come with a story.
  Ghost forbid you ever scratch or dent her work—the wrath 
  of Crazy Horse will come down on your head then!
  Eddie’s about average height for an ork, though a little 
  overweight. She likes to wear a traditional tribal vest and keeps 
  the sides of her head shaved so that she can show of  the tribal 
  tattoos there and on her arms. She speaks with a slight southwest 
  accent when she’s excited, but it fades away when she’s negotiating 
  a deal.
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  Ess 
  Init 
  IP
   6 
  3 4(8) 5 
  3 
  3 
  2 
  3 
  2.8 
  7(10) 
  2
  Condition Monitor Boxes: 11
  Active Skills: Automotive Mechanic 5, Aeronautics Mechanic 3, 
  Armorer 3, Electronics Skill Group 3, Pilot Aircraft 4, Pilot 
  Groundcraft  5
  Augmentations: Reaction Enhancers (Rating 3), Wired Reﬂ exes 
  (Rating 1), Control Rig, Datajack
  Gear: Automotive Mechanic Shop, Aeronautics Mechanic Shop, 
  Armorer Shop, Hardware Shop
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  13
  HORIZON NEGOTIATION TEAM
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W EDG Ess Init IP
   5 
  4 
  5 
  4 
  3 
  4 
  3 
  4 
  2 
  5 
  9 
  2
  Condition Monitor Boxes: 11
  Active Skills: Pistols 4, Perception 3, Shadowing 4, Unarmed 
  Combat 3, Dodge 3
  Gear: Ares Predator IV with 2 clips of ammo, Concealed Holster, 
  Berwick Suit (5/3), Commlink (Hermes Ikon with Iris Orb), 
  Contacts (w/smartlink and image link), Subvocal mic
  Augmentation: Wired 1; TR 2 Add Reaction enhancer rating 2; 
  TR 5+ Replace Wired 1 with Wired 2
  ARES RAPID RESPONSE TEAM
   B 
  A 
  R 
  S 
  C 
  I 
  L 
  W Ess 
  Init 
  IP
   4  
  5  5(6)  4  
  3  
  4  
  3  
  4  3.8 
  9(10)  2
  Condition Monitor Boxes: 10
  Active Skills: Athletics group 2, Dodge 4, Etiquette (Corporate) 3, 
  Firearms group 5, Inﬁ ltration 3, Perception 3,
  Unarmed Combat 4
  Augmentations: Cyber eyes (w/f are comp), Smartlink, Wired 
  Ref exes 1
  Gear: Light Military Armor w/helmet and mobility upgrade 3, 
  Smoke Grenades (2), T ermographic Smoke Grenades (2).
  Weapons: Ares HVAR;  5P; - AP;  SA, BF, FA 3(4) RC; (Arsenal, 
  p. 26)
  general Horizon network. All he needs to do now is run a test to 
  make sure that it works as planned. His demeanor in this is very 
  much the same as a surly teen who is “trapped” by his parent’s rules 
  and regulations.
  Phrex’s typical icon is that of a middle-aged, professionally 
  dressed Middle Eastern human male. When he’s required to be 
  active in the physical realm, he prefers to ride a drone with a 
  hologram projector that can display his icon in a fairly convincing 
  manner. Phrex constantly seems very distracted, even when 
  working in the Matrix. He’s constantly interested in the tiny details 
  of everything around him, and often drawn off-track. When 
  discussing anything, he’s prone to going into lengthy tangents of 
  encyclopedic detail on unrelated matters.
   C 
  I 
  L 
  W 
  Init 
  F 
  Sys 
  IP
   6 
  4 
  5 
  6 
  5+Resp 5 
  5 
  3
  Skills: Cracking Skill Group 6, Electronics Skill Group 6, 
  Negotiate 4, Etiquette (Matrix +2) 3
  Qualities: Authority, Code Flux, Fragmentation, Real World 
  Naivete, Redundancy, Rootkit, Sapper
  Programs: Analyze 6, Armor 5, Browse 5, Command 5, Edit 5, 
  Exploit 5, Homeground 5, Reality Filter 5, Stealth 5
  THE ARES TALOS (MEDIUM DRONE)
  Ares answer to the Akiyama and companion for their Madcat 
  series combat drone, this drone is currently undergoing f eld tests. 
  Ares designed the inhuman look of this cyborg to cause panic 
  and fear in those who saw it. Of course, they primarily designed 
  it not to be seen. Unlike the Akiyama, the Talos is designed to 
  be modular to f ll multiple mission roles in the f eld outside of 
  the assassination primary role. Currently, the cyborgs are slated 
  for ﬁ eld release in late 2072, but the current ﬁ eld test diﬃ  culties 
  might delay that date.
  T e Talos has 4 addition Modif cation slots for a max value 
  of 9.
   
  Handling Accel Speed Pilot Body Armor Sensors
   
  +2 
  5/15 
  45 
  – 
  4 
  8 
  4
  Standard Upgrades: Chameleon Coating, Cyborg Adaptation, 
  Gecko Tips, 2 Mechanical Arms (do not count as modif cations, 
  can be modiﬁ ed as cyberlimbs), Body Stabilizer 3
  The current model encountered here has Strength 6 arm 
  upgrades and a spur installed (6P). Its commlink has been 
  upgraded to make it Device Rating 6.
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  15
  Map #1
  X
  Runner’s Entry
  0
  6
  10
  20 meters
  Raised Platform
  Cement Column
  X
  Talos
  AQUEDUCT . . . . . . . . .
  
  Firestorm
  FIRESTORM . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
  19
  Handout #1
  TALOS SCHEMATIC . .
  talos Prototype v. 327
  assembly: nYC testing 
  Grounds
  Revision date: 3/17/2072
  
  Formerly a CorpSec guard for one 
  of the big players in town, Mara 
  knows who is shooting whom 
  and why throughout most of 
  New York City. She works as an 
  independent security consultant 
  on oce buildings and highrises. 
  Don’t ask her to sell you infor-
  mation about a system she 
  consulted on, but anyone else’s 
  systems are fair game. Her cu-
  riosity and desire to understand 
  how things work drives her to 
  experiment with system design. 
  Deep bonds of trust and faith 
  take a long time to build with 
  her.
  Formerly a CorpSec guard for one 
  of the big players in town, Mara 
  knows who is shooting whom 
  and why throughout most of 
  New York City. She works as an 
  independent security consultant 
  on oce buildings and highrises. 
  Don’t ask her to sell you infor-
  mation about a system she 
  consulted on, but anyone else’s 
  systems are fair game. Her cu-
  riosity and desire to understand 
  how things work drives her to 
  experiment with system design. 
  Deep bonds of trust and faith 
  take a long time to build with 
  her.
  Formerly a CorpSec guard for one 
  of the big players in town, Mara 
  knows who is shooting whom 
  and why throughout most of 
  New York City. She works as an 
  independent security consultant 
  on oce buildings and highrises. 
  Don’t ask her to sell you infor-
  mation about a system she 
  consulted on, but anyone else’s 
  systems are fair game. Her cu-
  riosity and desire to understand 
  how things work drives her to 
  experiment with system design. 
  Deep bonds of trust and faith 
  take a long time to build with 
  her.
  Mara Blaine
  Security Consultant
  Female Elf
  Connection Rating 2
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  1
  Key Active Skills: Cracking Skill Group 4, 
  Electronics Skill Group 3, Perception 2
  Knowledge Skills: Breaking and Entering 
  Techniques 4, Corporate Rumors 
  4, Security Systems 5, Security 
  Procedures 3
  Uses: Security system information, 
  corporate rumors
  Places to Meet: Cybercafes, Uptown 
  restaurants, Cop bars
  Contact: Commlink
  Mara Blaine
  Security Consultant
  Female Elf
  Connection Rating 2
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  1
  Key Active Skills: Cracking Skill Group 4, 
  Electronics Skill Group 3, Perception 2
  Knowledge Skills: Breaking and Entering 
  Techniques 4, Corporate Rumors 
  4, Security Systems 5, Security 
  Procedures 3
  Uses: Security system information, 
  corporate rumors
  Places to Meet: Cybercafes, Uptown 
  restaurants, Cop bars
  Contact: Commlink
  Mara Blaine
  Security Consultant
  Female Elf
  Connection Rating 2
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  4 
  4 
  4 
  4 
  1
  Key Active Skills: Cracking Skill Group 4, 
  Electronics Skill Group 3, Perception 2
  Knowledge Skills: Breaking and Entering 
  Techniques 4, Corporate Rumors 
  4, Security Systems 5, Security 
  Procedures 3
  Uses: Security system information, 
  corporate rumors
  Places to Meet: Cybercafes, Uptown 
  restaurants, Cop bars
  Contact: Commlink
  
  Eddie used to work as a smug-
  gler across the PCC-Sioux border. 
  After leaving to avoid some en-
  tanglements, she settled into 
  NYC. She’s attempting to go 
  straight, but she can’t resist 
  the money that comes from the 
  occasional black market deal. 
  She also loves to live vicariously 
  through other runners. She’s al-
  ways willing to help out for the 
  right price, but it will needs to 
  come with a story.
  Ghost forbid you ever scratch 
  or dent her work—the wrath of 
  Crazy Horse will come down on 
  your head then!
  Eddie used to work as a smug-
  gler across the PCC-Sioux border. 
  After leaving to avoid some en-
  tanglements, she settled into 
  NYC. She’s attempting to go 
  straight, but she can’t resist 
  the money that comes from the 
  occasional black market deal. 
  She also loves to live vicariously 
  through other runners. She’s al-
  ways willing to help out for the 
  right price, but it will needs to 
  come with a story.
  Ghost forbid you ever scratch 
  or dent her work—the wrath of 
  Crazy Horse will come down on 
  your head then!
  Eddie used to work as a smug-
  gler across the PCC-Sioux border. 
  After leaving to avoid some en-
  tanglements, she settled into 
  NYC. She’s attempting to go 
  straight, but she can’t resist 
  the money that comes from the 
  occasional black market deal. 
  She also loves to live vicariously 
  through other runners. She’s al-
  ways willing to help out for the 
  right price, but it will needs to 
  come with a story.
  Ghost forbid you ever scratch 
  or dent her work—the wrath of 
  Crazy Horse will come down on 
  your head then!
  Crazy Horse Eddie
  Armorer
  Female Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  3 
  3 
  2 
  3 
  2
  Key Active Skills: Aeronautics Mechanic 
  3, Armorer 3, Automotive Mechanic 5, 
  Electronics Skill Group 3
  Knowledge Skills: Smuggler Hangouts 4
  Uses: Vehicle repairs, modifications, and 
  loans; Smuggler Information
  Places to Meet: Johan’s Secure Deliveries, 
  Long Island Bars, Smuggler Hangouts
  Contact: Commlink
  Crazy Horse Eddie
  Armorer
  Female Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  3 
  3 
  2 
  3 
  2
  Key Active Skills: Aeronautics Mechanic 
  3, Armorer 3, Automotive Mechanic 5, 
  Electronics Skill Group 3
  Knowledge Skills: Smuggler Hangouts 4
  Uses: Vehicle repairs, modifications, and 
  loans; Smuggler Information
  Places to Meet: Johan’s Secure Deliveries, 
  Long Island Bars, Smuggler Hangouts
  Contact: Commlink
  Crazy Horse Eddie
  Armorer
  Female Ork
  Connection Rating 3
  B 
  A 
  R 
  S 
  C 
  I 
  L 
  W 
  IP
  ? 
  ? 
  ? 
  ? 
  3 
  3 
  2 
  3 
  2
  Key Active Skills: Aeronautics Mechanic 
  3, Armorer 3, Automotive Mechanic 5, 
  Electronics Skill Group 3
  Knowledge Skills: Smuggler Hangouts 4
  Uses: Vehicle repairs, modifications, and 
  loans; Smuggler Information
  Places to Meet: Johan’s Secure Deliveries, 
  Long Island Bars, Smuggler Hangouts
  Contact: Commlink
  
  DEBRIEFING LOG . . . . .
  PERSONAL INFO
  REPUTATION
  NUYEN
  KARMA
  ADVANCEMENT
  AFFILIATIONS
  TEAM MEMBERS
  MISSION RESULTS
  SYNOPSIS
  TABLE LEVEL
  VALIDATION
  CONTACTS/SPECIAL ITEMS GAINED OR LOST
  Previous Available ______¥
  Earned 
   
  ______¥
  Spent  
   
  ______¥
  Remaining 
   
  ______Y
  GM’s Name
  ________________________
  GM’s Signature
  ________________________
  Previous Available ______
  Earned 
   
  ______
  Spent  
   
  ______
  Remaining Available______
  New Career Total 
  ______
  Street Cred  
  ______
  Notoriety 
   
  ______
  Public Awareness 
  ______
  o Mara Blain
  o Fake SIN (Rating 5)
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  o Ares Macrotechnology
  o Aztechnology
  o Horizon Corporation
  o NeoNET
  o Prometheus Engineering
  o Renraku Computer Systems
  o Saeder-Krupp
  o Shiawase Industries
  o TransOrbital
  o Neo-Anarchists
  Character Improvement 
  Karma Cost
  ____________________________________
  ____________________________________
  ____________________________________
  ____________________________________
  SRM03-08 Firestorm
  A hell of a weapon, or a weapon from hell?
  The Talos went to
  	
  o Ares. o  Horizon. 
  o  Neo-Anarchists.
  	
  o No one.
  Phrex went to
  	
  o Ares. o  Horizon. 
  o  Neo-Anarchists.
  	
  o No one.
  Other Notes on Reverse o
  PLAYER________________________  DATE___/___/___ 
  CHARACTER______________  LOCATION____________
  o 1. GREEN
  o 2. STREETWISE
  o 3. PROFESSIONAL
  o 4. VETERAN
  o 5. ELITE
  o 6. PRIME
  
SOURCE: textdata/thevault/Shadowrun [multi]/4th Edition/Missions/Shadowrun 4e - Firestorm {FanProSRM0308}.pdf