I'm going to be GMing Shadowrun for the first time! I have a run idea that I think is really cool, but I'm stuck on a couple plot points, and would love some advice.
The basic premise of the run is that a Johnson who they've worked with before and who trusts them, gets in touch with the runners and says that she needs them to steal an artifact from a museum in New Orleans. (Gotta be New Orleans, I'm having a lot of fun coming up with lore about it, and it's such an interesting city. Plus voodoo.)
She says that she doesn't want anyone to know that this artifact is super valuable, it just looks like a force 4 ritual focus unless you get 5+ hits on your assessing test, because right now it's flown under the radar and if everyone knows it's worth a lot, people might start trying to hunt it down, and the Johnson's employers would rather not call attention to it. So the Johnson gives the team a forgery with a fake aura on it, and tells them to swap the two out. So the team does, it's not too hard, there's a few guards, a few spirits, but nothing bad, and even if they get caught, all they have to do is steal something else to cover up what the real target is.
But when they take the artifact back to their Johnson (or is someone gets a lot of hits on assessing, but no one is very good at that) she has her mage look at it, and this artifact is also a fake! So the Johnson gives them a new offer, if you can just find where the artifact is, I'll give you 2,000, if you can actually recover it, I'll give you the full amount. She also lets the runners know that her mage assensed the artifact in the museum 2 weeks ago and it was definitely there. (The artifact is in a glass case, and none of the players can project, so they would not have been able to assense it before they steal it.)
So, the artifact was already stolen by someone before them. This person is a troll voodoo mystic adept who lives in a swamp, and the artifact belonged to her family, but was stolen by a crooked archeology student when she was teenager. So she spent years saving up, and then hired a hacker to help her break into the museum, steal back her artifact. (She would have masking, invisibility and muffle to help her.) When the runners find her they can either fight her and get back the artifact, or, as my players tend to have a pretty soft heart, let her keep the artifact as it was hers to begin with and pretend like they never found it, in which case they get her as a contact (she's actually a pretty influential smuggler in the CAS and UCAS) and good feelings karma.
My problem is that I'm not completely sure how to get the players from point A to point B. What kinds of clues can I leave to get them to the Voodoo troll?
So far what I've got is that it's a matter of public record who brought the artifact to the museum in the first place. But he left the section on where he found it blank. So if the team calls him up (he's in china now working on a different magical archeology project) and threaten him a bit, he'll admit that he stole the artifact from a teenaged troll 15 years ago, and give her old address. If the players then go there, they will find an abandoned building, but if they ask around the older locals will give the address to her brother's shop, and he knows where she lives. (But they have to be sure and not reveal why their asking, else no one will help them, voodoo troll often uses healing magic to help people who are from her old neighborhood.)(Or if they really piss everyone off her brother will come and find them to figure out why they're looking for his sister, and then if they can steal his commlink, he has her commcode.) And then the players can hire a guide to get them there, since none of them could find their way in a swamp on their own.
I also planned on having a free spirit that haunts a nearby fountain have witnessed her theft, and he'll tell the players if they ask (and also give him an offering of cake like the locals do) but he can only provide a physical description, and I'm not sure how the players will be able to connect that.
If the players do a matrix search they will find a conspiracy theory web site that claims the artifact belongs to a swamp witch, and if they get a lot of hits they would find a 20 year-old metahuman interest story in some local news blog with a picture of voodoo troll as a child with her family, holding the knife. (It's a little article spotlighting local family heirlooms.) Using the article they would be able to track down her old address.
As a final clue I would like there to be some sort of link to the hacker, but I can't find any rules about hackers leaving behind traces in the matrix from their old jobs to track them. So I'm not sure about that.
I would really like there to be a few more clues, because I want there to be a couple of ways to accomplish the goal, so that if the players fail once or twice they can still do it.
What do you guys think? Is this going to be too hard? Or is it a good puzzle?