100% found this document useful (1 vote)
81 views21 pages

SRM01-07A Keys To The Asylum

This document provides an adventure summary and instructions for running "Keys to the Asylum", a Shadowrun scenario. It introduces the plot, which involves investigating strange happenings at a corporate-run psychiatric facility. It outlines the scenario structure and includes background details, maps, NPC descriptions, and tips for guiding players through the adventure.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
81 views21 pages

SRM01-07A Keys To The Asylum

This document provides an adventure summary and instructions for running "Keys to the Asylum", a Shadowrun scenario. It introduces the plot, which involves investigating strange happenings at a corporate-run psychiatric facility. It outlines the scenario structure and includes background details, maps, NPC descriptions, and tips for guiding players through the adventure.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 21

SRM01-07

Keys to the Asylum


What happens when a corporation grows too fast? Sooner or later, someone is going to make a mistake,
someone will have to pay the cost, and someone will have to clean up the mess. Who is really holding the
keys to the asylum?

Keys to the Asylum is an adventure for the Shadowrun game system and the Shadowrun Missions campaign
setting. It may be used for players and characters of all experience levels. For use with Shadowrun, Third
Edition ™
SRM01-07

INTRODUCTION ......................................................................3 Shadowrun Missions and tournament details are part of the
Preparing the Adventure ..........................................................3 campaign setting sponsored by FanPro LLC. All Rights
Adventure Structure .................................................................3 Reserved.
Gamemastering the Adventure ................................................3
General Adventure Rules .........................................................4 This adventure is for sanctioned tournament use only and may
Non-Player Characters .............................................................4 not be reproduced, repackaged, or redistributed without prior
Adventure Background ............................................................5 approval of FanPro LLC.
PLOT SYNOPSIS.......................................................................5
RUNNING THE ADVENTURE ..............................................5 Published by: FanPro LLC · 1608 N. Milwaukee · Suite 1005 ·
A quiet evening at home.............................................................6 Chicago, IL 60647. Printed in the USA.
After Hours ..................................................................................6
Friendly men in white coats ......................................................8 Find us online:
The Grounds .............................................................................9 info@shadowrunrpg.com
The Complex.............................................................................9 (Shadowrun questions)
Datasteal..................................................................................10 http://www.shadowrunrpg.com
A Visit to the Doctor’s Office..................................................11 (official Shadowrun website)
LEGWORK ...............................................................................12 http://www.fanpro.com
PICKING UP THE PIECES...................................................13 (FanPro website)
CAST OF CHARACTERS .....................................................14 http://www.commandohq.com
Ben Wilson..............................................................................14 (FanPro Commando website)
Kevin Cooper ..........................................................................15 http://www.wizkidsgames.com
Brianne Tillers ........................................................................16 (WizKids website
Shannon Levine ......................................................................16
Neil O’Malley .........................................................................17
Gary and Samantha Templeton .............................................17
Jack Woods .............................................................................18
Aaron Marik............................................................................18
MindGloom.............................................................................19
Trey “Boltar” Harris...............................................................21

KEYS TO THE ASYLUM CREDITS

KEYS TO THE ASYLUM WRITER


John Dunn

SHADOWRUN LINE DEVELOPER


Rob Boyle

EDITING
Mike Mendoza

ART
Art Direction
Rob Boyle

Copyright© 2005 by WizKids, Inc. Shadowrun and WK


Games are trademarks and/or registered trademarks of
WizKids, Inc. in the United States and/or other countries.

Shadowrun Missions Keys to the Asylum 2


SRM01-07

numbers, and other requirements to aid in guiding the players


through the adventure.
INTRODUCTION Each scenario outlines the most likely sequence of events,
Keys to the Asylum is a Shadowrun Missions campaign as well as how to handle unexpected twists and turns that
adventure. This is only the adventure portion of Keys to the inevitably crop up. Each one contains the following
Asylum – the maps, player handouts, sample characters, and subsections, providing gamemasters with all the information
other playing aids are included in SRM01-07B, Keys to the necessary to run it.
Asylum Playing Aids. What’s up, chummer? provides a quick synopsis of the
scenario’s action, allowing you to get a feel for the encounter
Preparing the Adventure at a glance.
Tell it to them straight is generally written to be read out
Keys to the Asylum is intended for use with Shadowrun, loud to the players, describing what their characters
Third Edition, and all character and rules information refers to experience upon entering the scenario. You should feel free to
the third edition of the Shadowrun rules. The Shadowrun modify the narrative as much as desired to suit the group and
Gamemaster Screen is a recommended resource, since it the situation, since the characters may arrive at the scenario by
contains all of the necessary tables organized for easy different means or under different circumstances than the text
reference and is accompanied by the Critters book, which assumes.
provides more detailed information on the abilities of various Hooks describes the mood and helps set the stage for the
paranormal creatures and spirits. Also, Mr. Johnson’s Little encounter, pointing out different “staging tips” for the
Black Book contains quick resolution rules for matrix runs and gamemaster to help make the scene come alive for the players.
vehicle combat, as well as rules for reputation. It also points out different plot twists or hidden things in the
Other books that gamemasters may find useful in running encounter the character might not notice right away.
the adventure including the following: Behind the scenes covers the bulk of the scenario,
• Magic in the Shadows, which presents advanced describing what’s happening, what the non-player characters
magic rules for Shadowrun. A number of the encounters in are doing, how they will react to the player characters’ actions
this scenario involve powerful magic, so these rules may be and so forth. It also covers s the setting of the encounter, going
useful. over environmental conditions and other properties of the
• New Seattle provides an overview of the Seattle location as well as providing any necessary maps, descriptions
Metroplex during the 2060s, including the downtown area of important items, and so on.
where this scenario takes place. Gamemasters may find this a Pushing the envelope looks at ways to make the encounter
useful reference for background information on this area. more challenging for experienced or powerful characters and
• The Sprawl Survival Guide contains valuable other ways you can add some “extra spice” to the scenario to
background information about daily life in the 2060s. liven it up, if need be.
Gamemasters may also want access to the other advanced Debugging offers solutions to potential problems that may
rulebooks of Shadowrun: Man & Machine (cyberware, crop up during the encounter. While it’s impossible to foresee
bioware and other implants), Matrix (decking and computers), everything that a group of player characters might do, this
Rigger 3 (vehicles and drones) and Cannon Companion section tries to anticipate any major problems and offer
(weapons and gear). These books are useful, but not suggestions for dealing with them.
necessary, for running Keys to the Asylum once you are
familiar with any gear or abilities which are used within this
adventure.
Gamemastering the Adventure
Gamemastering is more of an art than a science, and
Adventure Structure every gamemaster does things a bit differently. Follow your
own personal style when it comes to preparing and running the
Keys to the Asylum consists of several scenarios, or adventure and do whatever you feel is best to provide the best
encounters. Some of these scenarios form the basis of the Shadowrun game you can for your players. Most Shadowrun
adventure, which should be completed in approximately two Missions adventures are designed to run in a standard four to
hours. If you are running short on time, you should streamline five hour convention time slot. Keys to the Asylum has been
each scenario and be a little more generous with clues, target written to run in as little as two hours if need be, to allow you
to spend some time explaining the game rules and universe to

Shadowrun Missions Keys to the Asylum 3


SRM01-07

new players. As you will see, optional scenarios have been pick up from there and move on. Your players will understand
added to allow for longer playing times for those that do not and forget about it once you get back into the action.
need this initial instruction. 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 General Adventure Rules
paperwork and pass out the players’ “Debriefing Logs” (see
below). This section offers some guidelines you may find Shadowrun Missions adventures use the rules presented in
useful in preparing to run Keys to the Asylum (or any Shadowrun, Third Edition (SR3) and various sourcebooks for
Shadowrun Missions adventure). the game. In addition, there are some “house rules” which the
campaign uses to govern various aspects of the game,
accounting for character advancement, and metagaming
activities. Standard rules such as success tests, the Rules of
Step One: Read The Adventure One and Six, Perception Tests, Negotiation Tests and other
Carefully read the adventure from beginning to end. In the common mechanics are described in SR3 and are not repeated
case of a multi-part adventure, you may want to read all the in this adventure. Special rules regarding the Shadowrun
parts from start to finish before you run the first part. This Missions campaign can be found online and downloaded for
gives you a complete overview of the whole series and how your convenience.
events in the early adventures flow in to the later ones on up to
the finale. Get a feel for the overall plot and what happens in
each adventure. That way, if something different happens, you
won’t be caught off guard and you can adapt things smoothly.
Non-Player Characters
Non-player characters (NPCs) are essential to any
adventure. They are the allies, antagonists and background
characters in the adventure that interact with the player
Step Two: Take Notes characters. NPCs in this adventure have already been created
Take notes for yourself while reading through the and can be found in the Cast of Shadows section.
adventure that you can refer to later on. Possible things to note The NPCs in this adventure should generally stand up to
include: major plot points (so you can see them all at a glace), the average player character, but may need some adjustment to
the names of various non-player characters, possible problems suit a particular group of characters, especially a more
you notice, situations where you think a particular character experienced and powerful group. The scenarios and NPC
can shine and other things you’ll want to keep in mind while descriptions offer tips on adjusting the NPCs to suit the
running the adventure. abilities of the characters in your group. Take the player
characters’ abilities into consideration when assessing the
NPCs in this adventure and modify them accordingly.
Step Three: Know The Characters All NPCs are given Karma Pool (p. 246, SR3) and
Prior to the start of the adventure, examine the characters’ Professional Rating (p. 248, SR3) to help level them out
record sheets and Debriefing Logs for your reference and have against player characters. Note that some NPCs may have a
basic information about their important abilities handy so you variable Karma Pool or other attributes or abilities based on
can refer to it during play. Also go over the characters and the composition of the team.
keep their previous events listed on the Debriefing Logs in
mind when determining non-player character actions in
various scenarios if such a dynamic has been included.

Step Four: Don’t Panic!


Gamemastering involves juggling a lot of different 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

Shadowrun Missions Keys to the Asylum 4


SRM01-07

Adventure Background PLOT SYNOPSIS


Sometimes an organization grows faster than it safely The run begins when the team members are each
can. Rose Croix was forced to cut corners when they decided contacted by one of their fixers. It’s 2AM, and a Mr. Johnson
to start up and immediately compete with DocWagon. has specifically asked for them on a rush job. There’s nuyen
Consequently, the background checks on some of their new just for showing up and promise of a decent payout.
hires were less stringent than would be legally required. R- When they arrive, they find themselves in a meeting
C’s human resources department will soon discover that Dr. with Walter Broward, the CEO of Rose-Croix. He’s familiar
Alex Heffernan is their biggest mistake to date. with their abilities, and needs someone he can trust to be
Dr. Heffernan presented himself as a premiere discreet. He explains that Rose-Croix has lost contact with
psychiatrist, with a background of innovative drug and one of their facilities, and he needs a team to go in and clean
thaumaturgical therapies. His C.V. included senior positions up the mess.
with several research hospitals and publications in premiere The team arrives at the Rose-Croix facility, and
journals. His personal references included executives from slowly winds their way through encounters with lunatics,
both Transys Neuronet and Universal Omnitech. He desperate employees, and those under mind control. They
interviewed well, and his hiring was considered a major coup. may encounter a fairly powerful shadow free spirit. They may
Tragically for all involved, he was a fraud. Most of also recover some paydata for Mr. Johnson from the facility’s
his references would have held up to a cursory check, but computers.
Rose Croix never even did that. R-C recently purchased a The finale is the encounter with Dr. Heffernan,
state-owned sanitarium and renamed it Caring Gardens. It director of Caring Gardens. He offers the ‘runners several
needed to turn a profit quickly, and Dr. Heffernan seemed the different bribes to leave him be. The team can also attempt to
ideal solution to that problem. Now, instead of an expert persuade him to come along peacefully. If the discussions go
physician, they have a Corrupted Mage holding the keys to the poorly, he attacks with the patients and employees of the
Asylum. facility under his thrall. If the fight goes poorly, he attempts
Over the past few weeks, Dr. Heffernan has been to flee.
performing nefarious experiments on the Caring Gardens Please note, this adventure focuses more on NPCs
Patients. These were in preparation to summon a Shadow than most Shadowrun Missions adventure. Take care to
Spirit, so that he could undergo the transformation into a fully thoroughly read the Cast of Shadows section before running
corrupted mage (MitS p.134). Tonight he performed that the adventure.
ritual. In the process, the facility lost power, and an astral
barrier was created. Most of the patients and employees are
now under his thrall. RUNNING THE ADVENTURE
The first response team Rose Croix sent in stopped The adventure is written with the intent of challenging,
reporting shortly after entering the complex. Astral sweeps of but not overwhelming, Shadowrun players. The basic main
the asylum have shown magical defenses that were not in the fields of expertise – combat, negotiation, magic, rigging and
corporate plan. The LTG connection to the complex have the Matrix – are all covered to some degree.
been severed, there is no outside Matrix access at this time. Because Shadowrun Missions covers a wide range of
Now, it’s time to send in a team of ‘runners. RC needs players, there is a good chance of having teams lacking in
culpable deniability if patients die in the course of securing the some of those areas of expertise. You should take this into
facility. They need the situation resolved within the next 24 account when running Keys to the Asylum, and avoid
hours, and they need minimal press exposure. situations where a group may be lacking.

Shadowrun Missions Keys to the Asylum 5


SRM01-07

worn conference table. There’s a telecom and matrix jacks


against one wall. At this point allow the characters to describe
A quiet evening at home and introduce themselves. After everyone has arrived, give
them a few minutes of role playing time to interact. When
What’s up, chummer? they start to wind down, proceed to Scene Two, as Mr.
Johnson arrives.
It’s 2AM when the ‘runners are contacted by one of their
fixers, and told that they have a meeting with a Mr. Johnson. Debugging
The meeting is in half an hour, in the back room at the jazz bar
Matchstick’s. They’ll be paid just for showing up, but this has Hopefully all of the ‘runners will gladly accept the jobs. If
the potential to be a very special run. The Johnson has asked anyone hedges, point out that it’s been a slow week, and they
for them personally. could use the cred. Further, since Mr. Johnson asked for them
specifically, it’d be very bad for their rep to not at least show
Tell it to ‘em Straight up. If anyone is worried about a set up, remind them that if
It’s been a fraggin’ slow night. No biz, nobody their fixer is setting ‘em up, they’re screwed already.
called about a meet at any clubs, and there wasn’t even a
firefight when you went to grab dinner at a Stuffer Shack. A
few minutes ago, you turned on the trid – there wasn’t any After Hours
drek worth watching on it – and decided to crash for the night.
Just as you started to get comfortable, your phone began to What’s up, chummer?
ring. Ain’t that always the case?
Mr. Johnson arrives and gives the team the details of the run.
Behind the Scenes Once they’ve agreed to keep things under wraps, they can
briefly negotiate terms. These terms include an option to add
Things start off when each runner receives a call from their in an NPC combat mage if the team is lacking any full
primary fixer. Generally, this should be one of the SRM fixers magicians. Finally, he will provide them with background and
from Mission Briefing. He’ll explain that he’s been contacted security information about the Facility.
by Mr. Johnson about a high priority, but hush-hush run. It’s
one that needs to go down tonight, so they need to get their Tell it to ‘em Straight
hoops in gear. The fixer will mention that Mr. Johnson asked
for them specifically. (Depending upon the fixer, he may be The door opens, and a suit that screams meganuyen walks
incredulous, dismayed, or proud of this.) There’ll be decent through it. As the door swings shut, you catch two guards in
compensation just for showing up to the set-up meeting full security armor waiting outside. Mr. Johnson looks sharp
(1000¥). (Again, depending upon the fixer, he may or may and cleaned up, but his eyes look as world-weary as the
not mention just how well they’ll be compensated for showing joygirls you saw on the way to the club. He nods to each of
up.) The meet is at Matchstick’s jazz club, as detailed in either you in turn, while he opens his briefcase and pulls out a
edition of the Seattle Sourcebook. bundle of credsticks. He slides one towards each of you, then
says, “Thanks for coming on such short notice. I’ll make this
By the time the ‘runners arrive at Matchsticks, it’s already as brief as possible.”
closed down for the night. If they knock (or try to break in) an
annoyed looking orc bouncer will answer. He’ll recognize the Behind the Scenes
runners on sight, and let them in. He will immediately direct
them to the back room, and tell them that Mr. Johnson should Mr. Johnson is Walter Broward. The ‘runners “assassinated”
be along shortly. He will not bother with weapon checks or him during Double Cross(SRM01-01). Since then, he’s
harass them unduly. The orc has been provided with their started Rose Croix and undergone extensive cosmetic surgery.
pictures already, so he knows whom to expect and has been He remembers that they were a capable team and has followed
instructed to just let them in. the street cred they’ve developed since then.

A fresh pot of Soykaf and some snacks are set out in the The certified credsticks that each of the runners received are
meeting room. The room is dominated by a large and well good for 1000¥. He explains that the initial funds are for

Shadowrun Missions Keys to the Asylum 6


SRM01-07

showing up at this meeting and for keeping its contents quiet. sent in to find out the status. They have not been heard from
Once everyone has assented, he then provides a deliberately since crossing the perimeter and the astral barrier.
vague outline of the run. He will reveal that an incident has
happened at a facility owned by his corporation. The incident He explains that their mission is, if possible, to secure the
happened tonight, and his in-house security was unable to clinic and get everything back on-line. If that is not possible,
clean things up. The threat is at least partly magical. This will then he requires the following steps:
be primarily a rescue and recovery mission. He believes that
lives currently hang in the balance. First, they need to retrieve as many patients safely as possible.
The most recent records available from off-site indicate that
Consequently, the run needs to go down as soon as possible. there are fifteen patients currently enrolled in programs at the
The situation has the potential to become a tremendous clinic. This number may be slightly off, since the records are
embarrassment to his firm. Because of that, the situation a few days old. Each patient safely extracted is worth 200¥
needs to be resolved quietly. Media involvement is completely per runner.
unacceptable. It is possible that a few casualties may be
inevitable, but they must be kept to an absolute minimum. A slightly lower priority is to rescue as many Rose-Croix
employees as possible. While all of his employees are
Compensation for the run will be entirely goal based. If they valuable assets, losing an employee is much less of a public
manage to accomplish everything perfectly and cleanly, then relations disaster than losing a client. There were ten
the run can net them up to an additional 8500¥ each. If things employees scheduled to be on duty tonight. In addition, there
don’t go so well… <he shrugs>. were the three members of the High Threat Response team
sent in. Each employee safely extracted is worth another 200¥
After Mr. Johnson imparts the above information, he will ask per runner.
the ‘runners if they are willing to accept the run. At this point,
he has not revealed the name of his corporation or the facility Mr. Johnson will agree to make an ambulance service
that is threatened. If the team’s primary concern is that they available to move patients and employees away from the
do not have any magical support, he will explain that he has facility site. The team can either choose to have the
arranged for a combat mage to work with them. If the team ambulance pick up those rescued as they are extracted, or to
already has one or more spellcasters, do not offer them the bring all of them out at once. He’s comfortable with either
combat mage. Other than that, if any of the team members are solution, as long as it’s done quietly and in a way that won’t
not interested in the run, they are free to back out at this point. attract any excess attention.
If a player decides that his character would not participate,
point out that this ‘run is the game session. Use your best Once patients and employees have been safely recovered, the
judgment here. company data on the network needs to be recovered next. The
two most important types of information are security records
Once everyone has agreed to participate in the run, Mr. and experimental data. This facility was being used for testing
Johnson will reveal that he is an employee of Rose-Croix thaumaturgical psychiatric techniques. The patient records
Corporation. Rose-Croix took control of a mental health associated with those studies are quite valuable to Rose-Croix.
facility, named “Caring Gardens,” in Puyallup a few months In addition, tonight’s security records may indicate who or
ago. At that time, they tuned up its facilities and replaced what is responsible for tonight’s incident. Because the site has
several employees. The facility now caters to high profile been running on back-up power for several hours, the
patients with stress-related psychoses or addiction problems. computer systems may not be functional at this time. If they
Because it targets high margin patients, it is only a 20 bed are not, they will need to recover the physical storage systems.
facility. The recovery of the security records is worth an additional
1000¥ per ‘runner. The experimental data is worth the same
Four hours ago, that facility went off-line. Routine checks amount.
showed that the telecom, power, and matrix connections had
all been severed. An astral sweep by a security mage revealed Finally, Rose-Croix would like the ‘runners to attempt to
that an odd barrier had been erected around the facility. Three neutralize the cause of the facility shut down. The opponent
and a half hours ago, a High Threat Response (HTR) team was may be another corp, a terrorist organization, or an unknown
magical threat. Mr. Johnson would prefer that the opponent

Shadowrun Missions Keys to the Asylum 7


SRM01-07

be captured alive so that he could be subjected to questioning.


Bringing the opposition in alive and in a condition to be
interrogated is worth 1500¥ per ‘runner. Returning him
Friendly men in white coats
identified but dead or gravely injured is worth 500¥.
What’s up, chummer?
Mr. Johnson then reminds the ‘runners that regardless of any
other issues, everything must be done in as quiet and fast a This scene is the core of the run. All of the security measures,
manner as possible. Media attention would be a major patients, and employees present at the facility since the shut
problem. If Lone Star became involved, such attention would down are detailed here. A few of these encounters are flagged
be inevitable. Mr. Johnson does not believe that they can keep as optional. Use your best judgment on whether or not to
this situation under wraps for more than 24 hours. The threat include them based upon available time and group make up.
must be resolved before that time limit is exhausted. This scene ends when the team encounters Dr. Heffernan.

He now asks the ‘runners if they have any questions about the Tell it to ‘em Straight
mission criteria. He’ll explain that he will provide them with
security information and matrix access codes for the facility. Arriving at Caring Gardens you see a 6-foot stone wall
In addition, he’ll offer to provide each of the runners with a surrounding the facility. From the roadside, trees are visible
Rose Croix identification badge that can be used to reassure over the fence, but they obscure any visibility of the hospital
any confused patients or employees at the facility. If the proper. A few lampposts are visible within the complex, but
players ask, he is also willing to negotiate payment at this none are lit. There’s a security booth guarding the wrought
point. An opposed roll may be made against Mr. Johnson’s iron gate entrance, but it appears unmanned at the moment.
Negotiation(9). Each net success can raise one mission When you approach the driveway, you immediately notice a
category value by 50¥ per success. (The ‘runners will want to Rose-Croix HTR ambulance parked in front.
choose either patients or employees for this increase, since
that offers the most total nuyen.) Behind the Scenes

Once negotiations are complete, Mr. Johnson will turn over Caring Gardens takes up a full city block in Puyallup. The
the security information to the ‘runners. At this time, present grounds of the hospital are secured by a 6-foot stone wall
the players with both handouts and the maps. If the combat topped by monowire. The wire is angled into the facility, and
mage NPC is accompanying the team, Mr. Johnson will call clearly labeled. The goal is to keep patients from getting out,
him into the room and introduce him at this time. (See Trey not to stop people from breaking in.
“Boltar” Harris in the NPC section.)
There’s only one conventional entrance to the grounds. Up
Mr. Johnson then offers to wait while the team reviews the until the shut down, a guard booth and a wrought-iron gate
information in case they have any questions. Please review that proclaimed “Caring Gardens” secured it. At the moment,
those materials in advance, so that Mr. Johnson can answer the gate is closed and locked, but there is no guard on duty.
any questions for the players. Some of the information in Further, there is no power to the guard booth or the gate. The
these files is deliberately contradictory with information PCs should have an access code from Mr. Johnson, but it will
contained in later scenes. Mr. Johnson is not aware of those not work because the power is out. Hacking the lock will
inaccuracies. He is also terribly uneducated about magical require an Electronics(6) test or defeating the Barrier rating
issues and unable to help with those sorts of questions. (16) of the gate.
Finally, he will provide them with his telecom number so that
they can contact him once the run is complete. The door to the guard booth is open, and it is empty. A
cursory search reveals that there is no power to any of the
systems in the booth. In the drawer, there’s a pocket secretary
with an assortment of word puzzles, music, and vid shows
loaded on it. Next to the keyboard, there’s a cheat sheet with
instructions for checking on delivery schedules and
appointments. In addition, there’s a list of phone number
extensions for the various offices within the complex. If the

Shadowrun Missions Keys to the Asylum 8


SRM01-07

team tries to dial any of these numbers, they’ll find that the Electronics (3) test reveals that the cameras are not currently
phone in the booth is dead and that the extensions are “not in active. Park benches and picnic tables are scattered around
service” when called from a cell phone. the grounds. Unlit lampposts are spaced every 10 meters
placed along the paths.
A Rose-Croix HTR vehicle is parked outside of the entrance.
For game statistics, use an Ares Roadmaster equipped with a
Water Cannon. The vehicle is currently locked up tight, with The Complex
the security system active, but abandoned. If the runners
manage to get inside, there’s a nice assortment of basic
biotech gear. (Medkits, patches, etc.) Currently, the vehicle’s When the team approaches the hospital complex directly,
security camera is still rolling and maintaining a constant they’ll notice that it’s a fairly compact, three story building.
uplink to Rose-Croix dispatch. If the team decides to take or As seen on the map, there’s a single entrance in the front of
damage any portion of the gear, Mr. Johnson will deduct those the building and a loading dock on the back. It’s immediately
losses from their compensation. obvious that there are no lights on within the complex.
Neither the front nor the back doors are locked.

There are two guards currently on patrol within the complex.


The Grounds One should be encountered shortly after the characters
encounter Neil O’Malley (see below). The other should be
The first encounter as the team prepares to enter the Caring encountered at whatever time seems most inconvenient for the
Gardens grounds is the astral barrier. If there are magically team. Use the standard metroplex guard statistics, armed with
active PCs, and they don’t think to check it, have them make a Defiant Super Shocks (10S Stun). (New Seattle p. 113)
quick Int(3) test to remember it from the briefing. A quick
glance into the astral will reveal a Force 4 barrier. The barrier Both guards are under a Control Actions (Force 5) spell cast
manifests as a hazy wall of human and metahuman bodies by Dr. Heffernan. They are currently wearing sustaining foci
moaning and wailing in torment. The appearance is just a (Force 5) that are keeping the spells sustained. (The foci
characteristic of the magician who created it. The characters appear as a bandage worn like a headband.) They have been
will not be able to interact with these forms. If the characters ordered to first subdue anyone they encounter, and then to
attempt to bring any magically active foci through the barrier bring them back to the Doctor for evaluation.
or enter astral combat with it, both Dr. Heffernan (Scene 5)
and Mindgloom (see below) will be alerted. Both will begin If a magically active PC manages to deactivate the spell locks,
preparations to deal with the characters, but neither will take the guards will happily volunteer to escort any patients out, or
action at this time. guard them in a spot that the PCs recommend within the
facility. They can reveal that Dr. Heffernan has a fortified
As soon as the team passes the astral barrier and enters Caring room with a number of prisoners on the third floor. No
Gardens, have any magically active characters make a amount of negotiation or bribe offers will persuade them to go
Magic(10) test. One success reveals that they have entered an up there again.
area with a Background Count of 2. (MitS p.83-6) The feel of
the background is one of deep despair, pain, and general Except where noted, all rooms of the complex are empty of
hopelessness. In the realm of the physical the grounds are people. There are, of course, routine items appropriate to each
pristine and beautifully maintained. In the astral, this physical of the types of rooms. (Cooking utensils in the Kitchen, books
beauty is marred by a sense of dramatic sorrow and dread. in the library, beds in the patient rooms, etc.)
Magically active characters (save Dr. Heffernan and
Mindgloom) will have to deal with the Background Count Basement
while on the Caring Gardens grounds and within the facility.
The ‘runners will encounter Ben Wilson if they head into the
Back in the physical world, the grounds of Caring Gardens are Boiler Room. This is also the site of the building’s HVAC
quite beautiful. Paths lead through a series of well-maintained system, and a back-up power generator which is now out of
flowerbeds, old trees, and around a small pond. A fuel.
Perception(5) test reveals that there are security cameras
placed at irregular intervals around the grounds. However, an

Shadowrun Missions Keys to the Asylum 9


SRM01-07

The Computer Room is the site for the Datasteal encounter


below. Datasteal
There are some fence-able medical supplies (street value of
TR * 6,000¥ worth) in the enclosed Storage Area. If they go If the team doesn’t have a decker, then the power is out to
to take them, remind the players that they’re working for the all computer systems in the building. The runners can
company that owns the facility. It would be unprofessional to physically enter the central computer room in the basement,
steal them. where they may encounter Brianne Tillers. (The door is
Barrier Rating 13, Rating 4 Maglock) Once in there, an
The remainder of the basement is a horribly disorganized Electronics(B/R)(8) test will enable them to find and remove
storage space. Crates and assorted pieces of terrifying the key storage components of the server. This will take a
“therapeutic” equipment are scattered around the basement. base time of 1 hour, reduced as normal by extra successes.
Kevin Cooper is lurking among these items. The storage unit is big, heavy, and awkward. (Around 80
kilos.) If the team plans on cruising through the rest of the
Ground Floor adventure with this in tow, keep asking who’s carrying it.
Carrying the unit will add a +6 difficulty to any stealth, dodge,
The loading dock on the back of the first floor opens up into a or athletics tests.
small Receiving area, which is adjacent to the Kitchen. The If there is a decker on the run, then the network and all
nearby Elevator allows for transit of materials (and patients) computer systems in the building are still running on
between the dock and the floors of the building. emergency back-up power. Unless time is running really short,
the matrix codes provided by Mr. Johnson are sadly out of
The front door leads into a Reception Area (see Neil date. The decker will need to hack the system. The local
O’Malley). From the reception area (or the kitchen) the team matrix is as follows:
can investigate various Patient Rooms (see Shannon Levine),
the Exercise Room, a Meeting Room, or the medical Exam Caring Gardens office host:
Room. Orange-7/14/15/12/13/13
Step Event
If the party contains an Initiate level magician, they may 4 Probe-5
encounter Mindgloom while exploring the first floor. 8 Probe-7
Depending upon the outcome of that encounter, the spirit may 12 Passive Alert, Trace-9
or may not be present for the scene “A Visit to the Doctor’s 16 Blaster-8
Office.” 20 Active Alert
24 Shutdown
Second Floor Here are some of the relevant details on the Matrix system:
- The host is not sculpted. Because the decker is coming in
In the Stairwell, on the second floor landing, the team can from an internal jackpoint, the security is toned down.
encounter Aaron Marik. The remainder of the floor includes
a Nurse’s Station (see Gary and Samantha Templeton), and - Both the security records and the experimental records are
more empty Patient Rooms. They may encounter Jack protected by Scramble-7 IC. The files, once downloaded, are
Woods stalking the halls of the second floor. 150Mp in size each.

Third Floor - All of the internal security systems are currently reporting
dead feeds.
The third floor consists of empty Patient Rooms, a Library,
and the Director’s Office. All of the rooms except Dr.
Heffernan’s office are empty of people. Proceed to “A visit to
the Doctor’s Office” when they enter that room.

Shadowrun Missions Keys to the Asylum 10


SRM01-07

-If any mages are willing to work with him, he’d be more than
happy to teach them the ways he used to come into his power.
A Visit to the Doctor’s Office (Any PCs who agree to this, and follow through with it are
eliminated from the campaign. They become NPCs at the end
What’s up, chummer? of the adventure.)

The PCs have found their way to Dr. Heffernan, and need to -He offers to share the wiles of any of his patients with the
neutralize him in order to secure the facility. The PCs may team. There are comely members of the appropriate sexes and
play this in either an aggressive, gung-ho style, or they may races to interest the PCs.
choose to negotiate their way through the situation. Both
options and the possible outcomes are described here. Again, -He explains that he has a rather nasty secret about Rose-
there are a few optional features that you will need to choose Croix, which could be very valuable to the right people. If the
to incorporate or delete based upon time and the composition team will let him walk, he’ll happily turn the information over
of the team. to them. He estimates that the data would have a street value
of about 20,000¥. (The information is video footage of a run
Tell it to ‘em Straight made against DocWagon’s tissue banks, and an audio tape that
corresponds with a Rose-Croix Mr. Johnson setting up the run
At last, you’ve fought your way through the asylum, and come through a street fixer. If the team accepts this, it can be fenced
up against the mastermind behind it all. Sure, you’re a few to a DocWagon or Media contact for 10,000¥. Any team
patients short of the total, but how bad can it be? That’s when members who participated in SRM01-02 Strings Attached will
you open the door labeled “Alex Heffernan, Director” and get recognize the footage and themselves in it.)
an idea of just how bad.
-If the team can make a persuasive argument and they’ve
The office is beautifully furnished with a charming array of blown through his defenses, he is willing to accompany the
art, what looks like a wooden desk, real paper tomes, and a team back to meet with Broward. (Opposed Negotiations test,
beautiful view out the open window onto the Caring Gardens with appropriate modifiers based on their level of success and
grounds. Of course, all of that is secondary to man in the lab persuasiveness.) Things that would persuade him include:
coat standing in front of the desk and the sixteen others • Promises of immunity from prosecution
standing slightly behind him. The ones in the back have a • A generous bribe of cash or equipment
consistent glazed look on their faces. But the man in the front • Magical teaching
captures your attention. A faint glow is visible around him,
and as you focus on him, he says, “Ahh, so good of you to If they the negotiations don’t go well (or the team doesn’t
finally come to join the party.” attempt to negotiate), he’ll send the patients and employees
into melee first.
Behind the scenes
If the team agrees to any of his terms, Dr. Heffernan will hold-
Dr. Heffernan is accompanied by the remaining patients and up his end of the bargain. He will then agree to leave the
staff of the institute. The missing HTR team is also here, and facility peacefully. He will take his car from the parking lot,
it’s worth mentioning those heavily armed and armored NPCs and load up the Caring Gardens mini-bus with a selection of
to the party. Unless the team immediately tries to enter patients and employees. He will quite willingly leave the
combat, he’ll be willing to talk with them. If not, he’ll be facility to the PCs.
prepared to enter combat.

He’ll explain, in the most persuasive way he can, that he really


has no argument with them. He realizes that this is an
inconvenient situation for all of them. Further, he assumes that
his body is worth a fair bit of nuyen to them. He would prefer
to keep his body and his thralls intact. In exchange for his
freedom, he offers them several easy solutions to this impasse.

Shadowrun Missions Keys to the Asylum 11


SRM01-07

Patients (9)
B Q S C I W E R
LEGWORK
2 2 2 4 3 2 6 2
Key skills: None Rose-Croix (a street level perspective)
Gear: None Appropriate contact: Any street contact (4)
Key weapons: Improvised Clubs (3M Stun) 0 “That some kind of flower?”
1 “I saw an ambulance with some new logo, I think that’s
Kitchen Help (2) them?”
B Q S C I W E R 2 “Ain’t they the company trying to muscle in on
4 2 3 3 2 3 6 2 DocWagon?”
Key skills: None 3 “They’ve been hiring runners for all kinds of work lately.”
Gear: None 4 “Heard a rumor that something just went down at one of
Key weapons: Cleavers (3L) their facilities.”

Facility night guards. (2) Rose Croix (the corporate view)


(Use stats for metroplex guard, New Seattle p.113) Appropriate contact: Any corporate contact (4)
0 “French company, deals with floral deliveries?”
HTR team members (3) 1 “New-ish startup that’s doing some ambulance work, right?”
(Use stats for Elite Officer, New Seattle p. 114) 2 “I think I heard someone in HR talking about switching our
Key weapons: Enfield AS-7 (8S) with Smartlink. medical plan over to them.”
3 “These guys have come to the forefront of the Seattle scene
After his followers are engaged in combat, Dr. Heffernan will mighty quick, chummer. I’m not sure I’d want to get in bed
attempt to use Control Actions on the most combat-capable with something rocketing that fast.”
character on the team. He will then use him to help take down 4 “I’ve heard that something fishy is going on behind the
the remaining members of the team. scenes with these folks. Seems like they might have some
unsavory ties.”
If Mindgloom is available, he will support Dr. Heffernan’s
efforts to the best of his ability. This could be a very ugly Caring Gardens (a street level perspective)
fight. Appropriate contact: Any street contact (5)
0 “Ain’t that where the Sonics play?”
If things start to go poorly, Dr. Heffernan will try to jump out 1 “Pretty lookin’ place out in Puyallup, right?”
the window and use his levitate spell to get away. 2 “Yeah, I’ve heard of it, it’s a nuthouse. Nuthouse for rich
folks, though.”
3 “That place used to be a federally subsidized place. All
kinds of name changes and layoffs happened there in the past
few weeks.”
4 “I was walking by that place earlier tonight, when all the
lights just went out all of a sudden, and I heard these crazy
noises coming from it. I got out of there fraggin’ fast.”

Shadowrun Missions Keys to the Asylum 12


SRM01-07

Caring Gardens (the corporate view)


Appropriate contact: Any corporate contact (4)
0 “God, I hate arboretums.”
PICKING UP THE PIECES
1 “Sure, it’s an asylum that Rose-Croix just bought in
Puyallup.” Once the team makes it out of Caring Gardens, it’s assumed
2 “A few of the AA’s and AAA’s have a contract set up with that they will once more contact and meet up with Mr.
them, I think Ares in particular.” Johnson. His reaction will be proportionate to the success
3 “Word is they’re doing some cutting edge psychiatric level of the run. If the building is now a smoking crater, he’ll
treatments. I think some of it involves magical work.” be less than pleased, but reluctantly pay them what they’re
4 “I heard they just appointed a new director. Some drek-hot owed. If the extraction went perfectly, he’ll be thrilled and
academic named Heffernan.” happily pay them their due compensation. (As detailed in
Scene Two.)
Dr. Heffernan
Appropriate contact: Any Medical contact (4); Any Academic
contact(6); Any corporate contact(8)
0 “Hey, I saw his late-night trid show, almost ordered one of AWARDING KARMA
his Juicers.”
1 “Heffernan? Yeah, I read an article that Rose-Croix just Stopping Dr. Heffernan from controlling the facility 1 point
hired him, they made it sound like quite a coup.”
2 “I heard about the hiring, but I’ve never seen anything that OR
he’s published. Something there just doesn’t jive.”
3 “I did a few searches on his name against the references in Stopping Dr. Heffernan from controlling the facility 2 points
the press release. I couldn’t turn up any matches.” without resorting to violence.
4 “That sort of hiring could really bite them in the backside. I
don’t think he’s even got accreditations,. They put him in Rescuing at least 3 of the detailed NPC staff
charge of a facility?” and/or patients 1 point

Individuals may be awarded Good Karma as per the core rules


for exceptional roleplaying, brilliant ideas or plans which help
the team significantly, or other situations, up to a maximum of
3 points.

The maximum Good Karma award for this adventure is


therefore 6 points.

If Dr. Heffernan escaped or was forcibly taken prisoner by the


team, they have earned themselves an enemy who may recur
in a future mission. Please note this on their Event Log sheets
and report this in the Event Summary report.

Defeating Dr. Heffernan and/or Mindgloom can count towards


an ordeal for purposes of initiation of any magically active
characters. (N.B. If both manage to escape safely, then it will
not count as a defeat. Disrupting Mindgloom counts as
defeating him.)

Shadowrun Missions Keys to the Asylum 13


SRM01-07

CAST OF CHARACTERS Ben Wilson


(Basement boiler room)
Some NPCs may be adjusted based on the composition of the Orc Male
player characters at the table. To reflect this adjustment, a B Q S C I W E R
value known as the Table Rating (TR) is used. The TR value 5 4 5 2 3 3 6.0 3
can be used to increase the number of opponents, various Init: 3+1d6
attributes, skills, or pools, or whatever else is necessary to Key Skills: Unarmed Combat:2; Electronics:4; Electronics
pose a challenge to the player characters. (B/R): 4; HVAC: 3

The TR value can be determined by the predominate makeup Ben is the facility’s night repairman. He was on duty when
of the table’s characters, or by finding the average of all the the power went out, so he immediately headed into the Boiler
characters by adding up their Total Career Good Karma and room to try and figure out what went wrong. After spending
dividing by the number of players. Then consult the chart some time figuring out that nothing seemed to work, he soon
below to determine the class of the table based on where the started hearing some of the strange noises coming from the
average Karma fits. upper floors. At that point, he grabbed a handy monkey
wrench, and barricaded himself in.
Characters who have attributes modified by TR will have a
mathematic symbol followed by “TR” in their stat blocks. He knows there’s something awfully weird going on, and isn’t
fond of being trapped in the same building as all these “nut
The TR value is based on the following: jobs.” He has no idea how far the problem goes. The phones
are out, and he doesn’t have his cell phone with him, so he
TR Class Karma Range hasn’t been anxious to investigate too far.
1 Green 0 - 19
2 Streetwise 20 - 49 When he first encounters the PCs, Ben will be very
3 Professional 50 - 89 apprehensive. Use your best judgment on his reaction. Keep
4 Veteran 90 - 149 in mind that he’s a coward. However, if he has an opportunity
5 Elite 150 - 249 to get the jump on a lone ‘runner, he will take it.
6 Prime Runner 250 +
Ben doesn’t want to leave his “hidey-hole.” He’s not a
particularly brave man, nor a particularly wise one. If the
team wants him to come with him, they’re going to have do a
heck of a job of persuading him, or promise him that they’ll
immediately take him out of the facility, once they convince
him that it’s safe outside of it.

If the team asks Ben to help repair the facility, he does have a
number of relevant skills. However, a full repair will require
restringing power lines from the telephone poles along the
street to the facility. He does not have the equipment
necessary for that. If the team can somehow get the electric
company here, he’d be more than happy to help out.

Shadowrun Missions Keys to the Asylum 14


SRM01-07

If they are able to restrain Kevin and interrogate him, he


Kevin Cooper knows that there is at least one staffer hiding out in the boiler
room in the basement. He’s heard some strange noises
(in Basement) coming from the second floor, but hasn’t wanted to go check
Human Male them out.
B Q S C I W E R
2 2 2 2 3 2 6.0 2 If asked about the treatments he’s received or about Dr.
Init: 2+1d6 Heffernan, Kevin will panic. Once the ‘runners calm him
Key Skills: Negotiation:2; Etiquette(Corp):4; Instruction:2; down, he’ll deliver a horribly jumbled tale about being
Universal Brotherhood:4 repeatedly submerged in a vat full of insects.

Kevin was a dedicated activist with the Universal Brotherhood


a number of years ago. He was a true believer in their cause.
He only discovered their corruption when it came out in the
media, and he did not take the information well. At that point
his mind snapped. Since then, he has been shuffled between
quite a few mental care facilities by his wealthy parents who
still hope that he can be cured.

Kevin has deluded himself into believing that he is possessed


by an insect spirit. He is not possessed, nor is he awakened.
Because he believes this, he has developed a variety of
psychoses that force him to act as he thinks an insect spirit
would. He has developed a pathological fear of light and of
cleanliness. He constantly wears a pair of faceted goggles and
a pair of floppy wire antennae. His patient scrubs are dirty
and torn in places. Other than that, he is a human male in his
late twenties. Kevin spends most of his time crawling around
behind or under furniture, lurking in dark hallways and
closets, or even climbing over furniture and along the drop
ceilings. When he talks, he frequently inserts weird chittering
noises.

The PCs will encounter Kevin when he tries to stalk them.


Noticing him will require one success on a Stealth(Sneaking)
(2) test. He will approach from a dark hall, hanging upside
down from the ceiling. He will make weird bug-like chittering
noises as he approaches. When the PCs notice him, he will
drop from the ceiling and start gesturing as if he were casting
a spell.

Give any awakened characters a chance to make a quick


sorcery (2) test. If they succeed, they realize that he is not
actually manipulating any energies. Hopefully, they will stop
the gun-happy ‘runners from just shooting Kevin at that point.
If they really want to kill him, let them. However, they should
recall that rescuing patients was one of the mission
parameters. If they do not attack him, as soon as he finishes
“casting,” Kevin shouts out “Beware the bugs!” then he takes
off running and tries to hide in the nearest closet.

Shadowrun Missions Keys to the Asylum 15


SRM01-07

Brianne Tillers Shannon Levine


(Computer Room) aka Sharon Vine (First floor)
Human Female Human Female
B Q S C I W E R B Q S C I W E R
1 1 1 4 7 3 5.8 4 2 3 2 6 3 2 3.2 3
Init: 4+1d6 Init: 3+1d6
Cyberwear: Datajack, internal ASIST converter Key Skills: Etiquette(Corp):5, Negotiation:4; Pop Music:4;
Key Skills: Computers (7) Pop Sims:
Cyberwear: Full-X Cyberware Simrig, Simlink(R:5),
{If the team has a decker, then Brianne may be considered an Datajack
optional encounter. If they do not have a decker, the GM is
strongly encouraged to include her.} Two years ago, Shannon was on top of the world. She starred
in her own primetime, network sim. She had endorsement
Brianne is a 16-year-old Otaku, whose skills are fading deals worth meganuyen. Paparazzi chased her everywhere.
rapidly. As those skills fade, she’s finding an increasingly
difficult time dealing with the physical world that is trapping Perhaps that was the very problem. She had too much and it
her. She’s unbelievably coarse, crude, and direct. She grew had all come too easily. It was while she was on the top of the
up in the confrontational world of the Matrix, and she’s world that she started chipping. It all started innocently
quickly finding that she has none of the social skills required enough. At a party, she’d slot a chip to just make her a little
in the world outside of it. more social, and make the media seem a little less invasive.
On a weekend break from shooting, she’d jack in and forget
To make things even more embarrassing, Brianne finds herself about the world.
compelled to shout out things at odd times in a near
uncontrollable manner. It’s as if there’s no filter between her Of course, as time passed, she found herself needing stronger
brain and her mouth. Instead of mentally filtering her words, and stronger chips. First Cal-hots, then later full on BTLs.
she’ll simply speak them frankly at any time. And that’s when things started to fall apart. Shannon’s body
began to degrade, and with it her network ratings. From there,
Brianne is not very familiar with the physical complex, but it was only a short step to last year’s star.
was intimately familiar with Caring Gardens network system.
She’ll be more than happy to assist the players in extracting A month ago, she checked herself in to Caring Gardens, using
whatever data is available. Of course, she may be a bit of a most of her remaining assets to pay for addiction treatment.
nuisance in the process. Now, she’s still going through the DT’s, but there doesn’t
seem to be anyone around to help.
If asked about Dr. Heffernan or the treatments she’s received,
Brianne will go into convulsions. Once they calm her (First When the team encounter’s Shannon, have them immediately
Aid(4), two successes), she’ll explain that she’d been make a Pop Culture(3) knowledge test. The door to her room
subjected to extensive electroshock therapy. The charges were and the patient list they’ve received are both labeled Sharon
delivered directly through her datajack. Throughout the Vine, but one success on that test will reveal that she’s the
therarpy, she was told that the Matrix was a figment of her well-known sim star Shannon Levine. They’ll remember her
imagination. from her NERPS commercials and her well-known role as the
wicked sister on “Housemates.”

Currently, Shannon is rather out of it. The real world seems


far too surreal for her chip-riddled senses. She has no idea
why the lights are out, or what the strange noises are in the
building. She does know that she needs some strong
experience, preferably with an adrenaline fix in hand. Of
course, as soon as things don’t start to go like they would in a
“sim” she’ll become terribly confused.

Shadowrun Missions Keys to the Asylum 16


SRM01-07

Neil O’Malley Gary and Samantha Templeton


(First Floor) (Second floor nurses’ station)
Elven Male Human Male and Female {Same stats for both}
B Q S C I W E R B Q S C I W E R
3 3 2 5 3 3 6.0 3 4 4 5 3 4 3 6.0 4
Init: 3+1d6 Init: 4+1d6
Key Skills: Etiquette(Corp):4;Negotiation:4;Pop Psych:3 Key Skills: Biotech:4;Unarmed combat: 3; SMG: 3; Stealth: 4
Gear: Medkit(Rating 4)
Neil worked as a public defense attorney with the city of
Seattle for 15 years. During this time, he dealt with a lot of Gary and Samantha are a married couple and night-shift
cases where he saw innocents doing time for crimes they nurses on the Caring Gardens staff. They met while in the
didn’t commit. Some say that’s just the way the world works UCAS military, and took the jobs here after retiring. As soon
in the ‘60s. But, Neil wasn’t cut out to deal with it. After one as things started getting crazy, they locked themselves into
of his clients went to the chair for a crime he knew she one of the unused patient rooms, and stayed low and quiet.
couldn’t have committed, his brain just snapped.
When the team encounters them, they’ll be securing medical
Now, Neil thinks that he’s one of the psychiatrists working for supplies and improvising weapons from the nurses’ station on
the clinic. He identifies himself as Dr. Heffernan’s right hand the second floor. Unless the ‘runners approach them violently,
man. When he encounters the runners, he asks to see their the duo will be very relieved to see the arrival of help.
identification, but readily accepts whatever they provide. He (They’ll defend themselves to the best of their abilities, if
wears a business suit and a lab coat. He also bears a non- attacked.) If the team is reasonably persuasive, the two will be
functional Rose-Croix identification card. (A Forgery (2) test willing to go along and help take down whatever madness is
quickly reveals it as a fake, as will any attempt to use it.) on the second floor. Both will ask if any firearms are
available, and explain and/or demonstrate their capabilities
Once they show their ID, he’ll ask why they are here, then with them.
attempt to take charge of the situation. In truth, there’s very
little he can do. He knows the layout of the facility, and he’ll Both are dedicated medical workers, with a background that
recognize (and be recognized by) any of the patients and the leaves them particularly capable in this situation. They’re
employees. But, he’s terribly unfocused and out of touch. very concerned about each other’s safety, but they’re also
He’s every bit as likely to lead the team in the wrong direction concerned about their patients. If any of the NPC patients are
as he is to help them out. He’s physically incapable of with the team when encountering them, both of the nurses will
knowing when to be quiet. be able to calm and medicate them.

If asked about the crisis, he’ll explain that the problems at the If any of the ‘runners are injured and in need of medical
facility are due to a city-wide power outage. He’ll attempt to attention, both nurses will do their best to help them out. They
reassure everyone that it’s just a routine problem, and should have access to a reasonable assortment of medical gear.
be resolved shortly. He’ll be anxious to accompany the
runners around the facility to “make sure the guards have been If the runners ask them about changes in the facility, they’ll
doing their jobs and that the patients are all secured and explain that they’re not comfortable with the treatments that
reassured.” the new director has implemented. Patients don’t seem to be
progressing properly. Some of his “Shock Therarpy” methods
As a role playing tip – Neil will offers psychiatric and seem downright primitive.
psychological advice to the characters. He’ll throw out
constant buzz words and drops assorted medical terms, but
he’ll never use them correctly, and often mispronounces them.

Neil will make an offhand mention that he’s not sure about
this new psychologist. Both his techniques and his style of
dress seem very dated. (He’s referring to Mindgloom.)

Shadowrun Missions Keys to the Asylum 17


SRM01-07

Jack Woods Jack knows the layout of the building, but has just begun his
recon. He thinks that some of the other “prisoners” in this
(Optional Encounter, second floor) place have been moved. (He heard some screaming and
Orc Male gunshots earlier.) He does not know where they were taken.
B Q S C I W E R
4 4(6) 6(8) 2 3 3 0.2 3(7) If asked about Dr. Heffernan or recent treatments at the
Init: 3(7)+3d6 hospital, Jack will mention that Major Heffernan is a hardass.
Cyberware: Cyberspur, Wired Reflexes-2, Muscle He’ll complain about all the suicide missions over the last few
Replacement-2, Smartgun link, Cybereyes with Lowlight and weeks. (Heffernan has been running him through constant
Flare Compensation sims where Jack was forced to watch his comrades at arms die
Key Skills: Cyber Implant Combat:6; horribly.)
Pistols:4;SMG:6;Etiquette(Military):3, Stealth:2

Jack is a Desert Wars veteran, who served with Ares. All of Aaron Marik
the cybernetic implants made him a physical master of the (Optional Encounter, second floor)
battlefield. Sadly, his mind did not cope nearly as well with Dwarf Male
the stresses of ongoing warfare. He now is disassociative. B Q S C I W E R
After they spent a fortune on his cybernetics, Ares sent him 4 2 4 2 6 2 5.8 4
here for treatment, trying to recoup their investment. Init: 4+1d6
Cyberware: Datajack
Jack is dressed in white patient scrubs, with a sergeant’s Key Skills: Electronics:6;Electronics(B/R):6;Car(B/R):8;Civil
chevrons drawn on the upper arm with marker. Normally Engineering:5
Rose Croix kept Jack’s cybernetics inactive by using
inhibitors. Since the power went out on the facility, these Aaron was a key engineer with Ares, working with their
inhibitors have stopped working. Tonight, he is out “on vehicle design and mass transit systems. He was involved in
patrol.” His cyberspur is popped and his reflexes are engaged. the design and construction of a monorail system in Madrid
last year. The early phases of the project went very well, but
Jack firmly believes that he is still on a recon mission during shortly after the trains began running with full loads, disaster
the wars. The PCs will first encounter Jack when he struck. Several thousand people were killed when a high-
ambushes one of the other patients that they are escorting speed train jumped the tracks and barreled through the
(preferably Neil). He’ll appear from out of the shadows, and business district. Investigations pointed to a critical, but
capture that patient in a headlock, with his spur at their throat. minor, design flaw in Aaron’s blueprints. The incredible guilt
and self-doubt drove him over the edge.
He’ll then shout out “Password: Ragnarok.” The team will
then need to decide if they want to fight or negotiate with Aaron suffers from obsessive compulsive disorder. This
Jack. Jack will take pretty much anything the ‘runners say as manifests as a constant need to clean, organize, and straighten.
a counter password. Once they respond, he’ll unhand his In addition, he suffers from phobias of dirt and darkness.
prisoner, and walk to them with a swagger in his step. He next These fears are severe enough to cause near-paralysis at
explains that he is the only survivor from his platoon on this extreme exposure to either.
recon. He asks if he can hook up with their platoon to finish
up the job. Next, he asks if he can borrow a gun, preferably The ‘runners meet Aaron while he is frantically reassembling
one with a smartgun link. He is very gung-ho and has a can- an extremely powerful flashlight under the light of one of the
do attitude. emergency lamps. He will be thrilled to see the PCs and
desperately wants them to protect him. He will follow them,
If the team does not want his help, he will continue to follow and will not leave them alone. He will also insist on helping
them. In order to lose him, they need to lock him in one of the them with his newly working flashlight and a packet of
patient rooms. If they let him come along, but do not offer cleaning wipes.
him a gun, he will continuously nag about getting one. Once
armed, it will become obvious that Jack lacks any fire Aaron will mention the new doctor that arrived tonight. He’ll
discipline. He’ll shoot at pretty much anything that moves. describe him as Victorian and scary. (Mindgloom)

Shadowrun Missions Keys to the Asylum 18


SRM01-07

attacking them. Keep in mind that Mindgloom is naïve,


MindGloom content with his current situation, and has not yet encountered
anyone working against him. (Dr. Heffernan dealt with the
Shadow Free Hearth Spirit {Optional Encounter} HTR team personally. Mindgloom has not bothered trying to
Attributes feed off of any of the employees who are still in the complex
B Q S C I W E R under their own free will.)
8(10) 9(11)x3 5(7) 7(9) 7(9) 7(9) 7(9)A 8(10)
If there is an initiate full magician in the team, he may attempt
Initiative: 27(29) + 1D6 (Astral) / 16 + 1D6 (Physical)
an Astral Quest (MitS p. 92-95) to identify Mindgloom’s True
Pools: Combat: 9 Astral: 8 Pro Rating: 4
Name (MitS p.114). This will require that he first assense
Force Rating: 5 Spirit Energy: 2 (4) (Caring
him, to identify that he was a hearth spirit. If they choose to
Gardens is his domain)
do so, this will have a Quest Rating of 7, and take 7D6 hours.
Key Skills: Unarmed Combat: 5; Negotiation:3
Run it as a visit to the Place of Fear, in the form of a
Abilities:
Victorian-era insane Asylum. After overcoming the Dweller
Accident, Concealment, Confusion, Dispelling, Human Form,
on the threshold, the key test of willpower will involve
Guard, Materialization, Search
persuading an alienist (Victorian psychologist) that they have
Armor (14(18)) Melee Damage (3+2(4))M
in fact recovered from their recent bout of insanity. From
there, they can find make their way to the Citadel and uncover
The Mindgloom encounter should only be run if there are one
Mindgloom’s True Name.
or more full magicians among the PC runners. Defeating him
will require a capable magician with conjuring skills and may
In cases of exceptionally high TR, please modify Mindgloom’s
involve a quick Astral Quest.
Force (and then Attributes) to 3+TR.
Mindgloom’s arrival triggered tonight’s series of events. He’s
newly arrived to the physical world, and still a bit confused
about it. Caring Gardens has served as a buffet for
Mindgloom, for he feeds off of the despair and confusion of
metahumans. In the first few hours of his time here, he’s
feasted and rapidly raised his Spirit Energy.

After a few weeks of research, Dr. Heffernan identified


Mindgloom’s true name, summoned him, and bound him into
a spirit pact (MitS p. 124). Because of this, if the runners
manage to defeat Dr. Heffernan before encountering
Mindgloom, Mindgloom will lose all of his Spirit Energy and
willingly leave the physical plane. Alternatively, if
Mindgloom is banished, disrupted, or bound by one of the
PCs, Dr. Heffernan will lose all of his potency and 2 points of
his magic rating. (Reducing it to 6.)

Mindgloom will materialize after the players have encountered


at least one of the patients in the facility. In his physical form,
Mindgloom appears as a stooped, old-man dressed in late
Victorian-era garb. He carries a black medical bag and has a
bit of a confused expression on his face. He doesn’t know
why the team isn’t feeling the despair that he’s used to
encountering within the facility. Further, he wants to know
why they’re taking one of his “meals” with them.

Some well played fast-talks may enable the team to persuade


Mindgloom to go back and check with Dr. Heffernan before

Shadowrun Missions Keys to the Asylum 19


SRM01-07

Dr. Alex Heffernan round up most of the staff and patients. He then cast a Mob
Human Male, Corrupted Hermetic Magician Mind on them, and has kept them under his control by
B Q S C I W E M R sustaining the spell. (Note: +2 to all his target numbers for
3 3 2 6 6 6 6.0 8(10) 4 this encounter.)
Init: 4 + 1d6
Potency: 2 Initiate Grade: 1+TR Since then, he ably captured the HTR team that Rose-Croix
Professional Rating: 3 sent in to investigate. But, the runner team arrived much
Pools: Combat:7 Astral:9 Spell: 10 faster than he expected. He’s not sure how best to deal with
Key Active Skills: them, and how to preserve his skin.
Biotech: 4; Pistols: 5; Sorcery: 7; Conjuring: 8;
Etiquette(Corp): 5(7); Negotiation(Con): 7(9); Ideally, he’d like to escape with Mindgloom and as many
Key Knowledge Skills: patients and/or employees as possible. Tonight’s events were
Pop Psych: 4; Megacorporate Politics: 5; Spirits: 4 nowhere near as subtle as he would have liked. Consequently,
Metamagic: Masking; (Reflecting, Quickening) he hopes to relocate, and resume his experimentations at a
Key Gear:* safer locale.
Sustaining Foci (Force 6): Currently active, with Armor:6 cast
on it
Secure Ultra Vest (3/2)
Spells:
Mob Mind: 6; Control Actions: 5; Stun Ball: 5; Stun Bolt 6;
Alter Memory: 4; Heal: 4; Armor: 6; Control Emotion: 5;
Levitate 4; Phantasm: 5
*The background count of 2 counts as a Power Site of 2 for
Dr. Heffernan, as it is aspected to match his corruption.

Dr. Alex Heffernan is a fraud. He’s not a doctor by any


stretch of the imagination. Rather, he’s a very skilled
magician and a terribly slick con artist. He snake-oiled his
way into the Rose-Croix organization, and received an
appointment as Director of Caring Gardens. For spent his first
few weeks on the job getting to know the patients, the staff,
and the systems in place.

Then, he began manipulating things. The facility used to be


an honest place that truly cared about their patients. His first
changes were to adjust a few medications and implement some
alternative treatments. (Electroshock, leechings, “new”
magical techniques, etc.)

Tonight was his first major change. For, tonight, he finally


finished the ritual that allowed him to summon and create a
spirit pact with a shadow free spirit (Mindgloom). Things
didn’t go quite the way he intended, and some of the magical
feedback knocked the institute’s electronic systems off-line.
(If Mindgloom was not used, the binding didn’t work, and the
uncontrolled spirit shorted out the electronics before
vanishing.) But, that just accelerated his plans.

He started off by calling two of the guards into his office, and
placing them under his control. He was able to use them to

Shadowrun Missions Keys to the Asylum 20


SRM01-07

Trey “Boltar” Harris


Personality:
Trey is the epitome of the “cocky flyboy.” Not only is he a
corporate wage mage, but he’s one who has proven himself
combat-capable. He’s an elitist, arrogant, womanizing
bastard. Because he sold his soul to a corporation, he’s been
thoroughly pampered the whole way. He fully expects the
pampering to continue, even if he isn’t working with people
from his corporation.

In his mind, the PCs have two strikes against them before the
run even starts. First, they’re “streetscum-guttertrash.”
Second, they’re all mundanes. (Anyone who is not a full
magician, is a mundane in Trey’s world.)

He’ll make it eminently clear that he’s here because he has to


be, not because he wants to be. It’s his opinion, and he’ll
voice it often, that this whole situation would have gone much
better if it had just been handled “in house.” He’ll happily
ignore the counter arguments of any “streetscum.”

Trey is, in sharp contrast, very concerned about everyone at


the Caring Gardens facility. After all, they’re either corporate
family or clients. He will, reluctantly, behave professionally
in front of all of the other NPCs.

Shadowrun Missions Keys to the Asylum 21

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy