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Author Topic: SRM 04-08: Brothers United now available!  (Read 2378 times)

Bull

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SRM 04-08: Brothers United now available!
« on: (14:56:38/05-15-12) »
Our latest Mission is out (Battleshop, DriveThruRPG), and it's got some awfully fun secrets to uncover, as long as you think possibly fatal situations are fun! And if you don't, why are you playing Shadowrun? Anyway, here's the summary:


FATES WORSE THAN DEATH

A girl is missing. Finding her would be a nobler mission than most shadowrunners normally pursue, which means there must be a catch. And there is. The runners’ job starts at a talismongers and then brings them to a Barrens orphanage. If they’re observant enough, they’ll be launched on a journey that will take them through dark tunnels, past dangerous entities, and, eventually, to a supposedly abandoned building that holds at least two dark secrets. If they’re lucky, they’ll find Ruth alive. If they’re unlucky, they’ll find her alive and transformed.

In SRM 04-08: Brothers United, runners have some difficult obstacles and tough opponents to face if they want to reach their final goal. Along the way, they may discover that there are indeed some fates worse than death, but they’ll also get a reminder that death is bad enough.

SRM 04-08: Brothers United is the latest in the Shadowrun Missions living campaign, giving players the chance to be involved in pivotal events shaping the Sixth World. It is for use with Shadowrun, Twentieth Anniversary Edition.


KarmaInferno

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Re: SRM 04-08: Brothers United now available!
« Reply #1 on: (00:11:33/06-04-12) »
Having just played it, I give it two thumbs up!

Not my thumbs, grant you, but the previous owners didn't need them anymore.

Spoiler (hover to show)



-k

CanRay

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Re: SRM 04-08: Brothers United now available!
« Reply #2 on: (01:17:13/06-04-12) »
Oh, my group is so going to hate me...

The Player that our magician PC runs has to leave early every game.  ;D
Si vis pacem, para bellum

UmaroVI

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Re: SRM 04-08: Brothers United now available!
« Reply #3 on: (19:50:13/06-05-12) »
Having run it:

Spoiler (hover to show)

UmaroVI

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Re: SRM 04-08: Brothers United now available!
« Reply #4 on: (20:11:48/06-05-12) »
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« Last Edit: (20:14:45/06-05-12) by UmaroVI »

Hermes

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Re: SRM 04-08: Brothers United now available!
« Reply #5 on: (09:41:40/06-09-12) »
Oh, my group is so going to hate me...

The Player that our magician PC runs has to leave early every game.  ;D

Ah, I see a Total Player KILL in the future.

wylie

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Re: SRM 04-08: Brothers United now available!
« Reply #6 on: (21:07:15/06-09-12) »
Oh, my group is so going to hate me...

The Player that our magician PC runs has to leave early every game.  ;D

Ah, I see a Total Player KILL in the future.

SEE? I did see one. I was the GM. Really only the goodness in my heart they lived to say they won, but they know I let them walk away alive. First combat phase the ants attacked, short bursts, 12 - 15 successes per roll.

Windshare

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Re: SRM 04-08: Brothers United now available!
« Reply #7 on: (08:15:13/10-15-12) »
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UmaroVI

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Re: SRM 04-08: Brothers United now available!
« Reply #8 on: (12:17:51/10-15-12) »
Windshare:
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Windshare

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Re: SRM 04-08: Brothers United now available!
« Reply #9 on: (16:06:48/10-15-12) »
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KarmaInferno

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Re: SRM 04-08: Brothers United now available!
« Reply #10 on: (17:44:45/10-15-12) »
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-k

Tarislar

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Re: SRM 04-08: Brothers United now available!
« Reply #11 on: (23:43:02/03-24-15) »
Just played this recently & had a few questions.

Has Fear been changed since 4E?   I skipped 4E but now its Wil+Log to resist where above it mentions just Will. 
We've been playing Season-4 Seattle with 5E rules for the last year.

What is Guts?  Is there a 5E version of it somewhere?

Overall, I'm not sure how most groups could handle this mission, we ran out of time & didn't see the final boss but just the 2 batches of Spirits we had fought at that point so far were taking forever to take down.
I get the impression that there is probably 20+ total in this Mission but we skipped a lot of them so I don't know the exact figure.
I'm not sure how any group could be expected to handle that many spirits, I mentioned in another thread that just one of them standing outside the van at the orphanage gave a backhand to a F5-Beast Spirit & disrupted it in 1 shot.  I think it was lucky rolls but still, it made us sit up & take notice & we switched over to massed FA & Grenades in a hurry & they still were not going down.

Anyone else think dozens if insect spirits might be overkill for a 4 hour Mission?

 

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