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Dawn of the Artifacts: Dusk PDF

58 Pages·2009·7.99 MB·English
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® TM a shadowrun adventure Sixth World scholars have long hypothesized the cyclical nature of magic. For years corporations, collectors and other factions have spent fortunes hunting down surviving relics of this mythical age. The shadows whisper of lost lore and a secret history to the world. A privileged few have come into possession of ancient items of great power and mysterious purpose, artifacts from before recorded history. Now it’s your turn… On the surface, the job seems simple: escort and assist Ms. Johnson as she follows the trail of a man across the globe. The target? An agent of the Atlantean Foundation tracking a priceless stolen artifact. And the trail? It leads to Lagos, the most dangerous sprawl on earth, where simply surviving the day can be a run in its own right. Add in the biggest black market auction of the century, a powerful African king, and a plethora of the biggest players in the artifacts trade, from the Atlantean Foundation to Aztechnology… well, welcome to the underside of the artifact business. If you survive, there’s more work a-coming... and maybe even some answers to your questions. Dusk is the first in a series of interlinked adventures that will take the runners to the far corners of the globe on a quest to recover priceless artifacts. Exactly who wants these artifacts, and why, are questions the runners will have to discover for themselves… Under License from ©2009 WizKids, Inc. All rights reserved. DUSK: Dawn of the Artifacts, Shadowrun and WK Games are registered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. . . . TABLE OF CONTENTS . . . INTRODUCTION 4 CREDITS: DAWN OF THE ARTIFACTS: DUSK Preparing the Adventure 4 Adventure Structure 4 Writing: Jennifer Harding Main Sections 4 Editing: Jason Hardy Adventure SceneS 4 Development: Peter Taylor Non-Player Characters 4 Art Direction: Randall Bills BACKGROUND 6 Interior Layout: Alicia Heerdt Th e Piri Reis Map 6 Cover Design: Matt Heerdt Gamemastering the Adventure 6 Illustration: Florian Stitz PLOT SYNOPSIS 7 Maps: Sean Macdonald Inspiration:Welcome to Lagos by Lafaze Th e Draco Foundation 7 Shout-Outs: Th anks to Chris Maley, the best GM in the world. His Th e Dunkelzahn Institu of Magical Research 7 vision started this whole thing (now can I get some extra karma?). Th e Atlantean Foundation 8 Playtesters: Andy Coen, Ross Cottrell, Geoff Edwards, Ronnee Th e Mystic Crusaders 8 MEET MS. JOHNSON 9 Edwards, Craig Engle, Rachel Engle, Cullen Erbacher, Christopher ARE YOUR IMMUNIZATIONS UP-TO-DATE? 11 Maley, Stephen McQuillian, Michael Nieder, James O’Laughlin WELCOME TO LAGOS 15 Larry Stouder-Studenmund, Torrey Stouder-Studenmund, WELCOME TO LAGOS, SCENE 1 15 William Stouder-Studenmund, and Jeremy Weyand. CHARISMA-LINKED SKILLS 15 Proofreaders: Adam Bruno, Ben Burnett, Mark Dynna, Mason WELCOME TO LAGOS, SCENE 2: 16 Hart, and Jeremy Weyand. A ROYAL COMPLICATION 20 Copyright© 2009 WizKids Inc. All Rights Reserved. Shadowrun, Dawn of TO CATCH A THIEF 25 the Artifacts: Dusk, Matrix, and WK Games are registered trademarks and/or ALTERNATIVE ROUTES 27 trademarks of WizKids, Inc. in the United States and/or other countries. No TO GET A TICKET 27 part of this work may be reproduced, stored in a retrieval system, or transmit- TRAFFIC JAM 30 ted in any form or by any means, without the prior permission in writing of the AMBUSH TACTICS 33 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 AT THE AUCTION 34 trademarks of InMediaRes Productions, LLC. Printed in Canada FOLLOW THE MAP 36 HOME SWEET HOME 41 First Printing by Catalyst Game Labs, AFTERMATH 42 an imprint of InMediaRes Productions, LLC PMB 202 • 303 - 91st Ave. NE, G-701 Awarding Karma 42 Lake Stevens, WA 98258. Awarding Contacts 42 LEGWORK 43 Find us online: Contacts 43 [email protected] (Shadowrun questions; please check the website FAQ fi rst!) Searching the Matrix 44 http://www.shadowrun4.com CAST OF SHADOWS 47 (offi cial Shadowrun website) http://www.holostreets.com Jane “Frosty” Foster 47 (subscription Shadowrun website) Medjay 48 http://www.catalystgamelabs.com Samriel 49 (Catalyst Game Labs website) PLAYER HANDOUTS 50 http://www.catalystgamelabs.com/catalog (online Catalyst/Shadowrun store) 2 Dawn of the Artifacts: Dusk . . . DUSK . . . T h e elf ’s s crea m w a s c u t s h o rt a s a b ro a d s w o rd slice d th ro u g h his u p p er c h e st, th e r u n e s o n th e bla d e glo win g re d th r o u g h th e s p ra yin g g o re. A r o u n d th e b a s e of a crim s o n to w er, o th er s olita r y a d v e n tu rer s sla u g h tere d th e cita d el g u a rd. T h e d w a rf p ulle d his b ro a d s w o rd free of th e c o r p s e, wipin g th e bla d e cle a n o n th e elf’s clo th e s. S eein g th a t his “ O n e of th e Eochair k’ailiu,” th e o r k s aid. “I d o n’t k n o w w h a t it little co r n er of th e b attle fi eld w a s e m p ty, h e b e g a n sea rc hin g th e co r p ses. w a s d oin g in th e d ra g o n’s v a ults. I’m fairly certain n o n e of th e c hild re n B esid e him, a glo win g r u n e - circle a p p ea re d a s a n o r k ‘p o rte d in. o n th e b o a rd k n e w its sig nifi c a n ce, th o u g h Ain a mig h t.” “ W h a t a re y o u d oin g ? ” a s k e d th e o r k. “ Yo u s u s p ect h er ? ” T h e d w a rf pic k e d u p a r u n e - etc h e d bla d e “It’s c alle d lo o tin g,” th e d w a rf re plie d, s h o vin g a h a n dful of g old fr o m a c o r p se, te stin g th e b ala n ce. c oin s in to his p o u c h. “ Yo u s h o uld tr y it.” “ With h er histo r y — ” “ D o y o u min d s te p pin g o u t fo r a m o m e n t s o w e c a n h a v e a “I thin k y o u’re ju m pin g a t s h a d o w s, old m a n,” th e d w a rf s aid, re al c o n v er s a tio n ? ” fl ic kin g th e lo o te d s w o r d o v er to th e bla c k - h aire d o r k, w h o c a u g h t it “ H ell, n o. T h e F all of th e C rim s o n To w er is in full s win g. We c a n e a sily. A n e w w a v e of sle n d er elv e s e m er g e d fr o m th e cita d el, s w o r d s ta k e th e p oin ty - e a re d bot’turgma this tim e.” raise d hig h, s cre a min g h o rribly m a n gle d S p erethiel w a r crie s. T h e o r k “ S o rr y t o in terr u p t,” t h e o r k m u ttere d, bitin g b a c k h a r s h er h eld his s w o rd in a g rip id e n tic al to th e d w a rf, mirr o rin g his m o tio n a s w o rd s. “ S o m ethin g’s h a p p e n e d. We n ee d to talk.” th e y p a rrie d a n d sla s h e d. “ T his is a s g o o d a pla ce a s a n y.” T h e d w a rf s witc h e d fr o m g u t - “I n ee d h elp lo o kin g in to t h e t h eft,” t h e o r k s aid, a s h e slice d tu r al o r’z et to a la n g u a g e lo n g sin ce d e a d. “I’m h o pin g to le v el u p, s o th ro u g h o n e cita d el g u a rd. B e sid e him, th e d w a rf d ec a pita te d a sec o n d m a k e it q uic k.” a tta c k er. “ S o m e o n e n o t c o n n ecte d. S o m e o n e d e p e n d a ble.” “ S o m ethin g’s b ee n s tole n fr o m th e old w y r m’s v a ults,” th e o r k “ N o t in te re s te d.” M o re g u a r d s s u rr o u n d e d t h e m, a n d wit h re plie d, n o t risin g to th e b ait. t h e e c o n o m y of y e a r s of p r a c tic e, t h e t w o w e n t b a c k - t o - b a c k, “I did n’t d o it.” s w o r d s re a d y. T h e o r k s h o o k his h e a d. “I did n’t thin k y o u did, o th er wis e this “I did n’t m e a n y o u. H er. Yo u r … a p p re n tice.” c o n v ers a tio n w o uld b e in p ers o n. I’v e b ee n d oin g s o m e re se a rc h. I o v er - “Jo u r n e y w o m a n,” th e d w a rf g r u n te d. “ S h e’s g o n e o u t in th e w o rld h e a rd Willia m s — ” a bit. N o thin g lik e g ettin g a little e x p erie n ce u n d er y o u r b elt. I c a n see “ W h o ? ” th e d w a rf in terr u p te d. if s h e’s a v aila ble. S h e’s b u s y th e s e d a y s.” T h e o r k k n o c k e d th e fi n al “ T h e A tla n te a n o n t h e b o a r d of t h e D u n k elz a h n In s tit u te of g u a r d’s bla d e o u t of lin e a n d t h e d w a rf s k e w ere d him t h r o u g h t h e M a gic al R e s e a rc h.” T h e o r k fr o w n e d. “I o v er h e a r d Willia m s talkin g h e a rt. T h e d w a rf fl a s h e d his c o m p a nio n a g rin. to a n o p era tiv e. Willia m s see m s to h a v e re a s o n to b elie v e A z tec h n olo g y “Ju s t lik e old tim e s, e h, E h r a n ? ” t h e d w a rf s aid. T h e o r k ju s t w a s b e hin d th e th eft.” fl ic k e d a gla n ce a t th e re d s pire, th e n a n o th er a t th e to r n b o die s, cla d “A n d this c o n cer n s m e w h y ? ” T h e d w a rf c o c k e d his h e a d, w a tc h - in g a u d y silv er a r m o r. M o re cit a d el g u a r d s w ere p o u rin g o u t of th e in g s h a d o w s m o v e in sid e th e to w er’s d o o rs. re s p a w n alre a d y. “ T hin k of th e ra mifi c a tio n s.”. “ W h a t is this ridic ulo u s c hild’s g a m e ? ” h e a s k e d, dis g u ste d, e v e n “ Yo u h a v e n’t s aid w h a t w a s stole n y et.” a s h e re a die d his b o rr o w e d s w o rd. “Dawn of Atlantis X: City of Spires,” th e d w a rf re plie d. “ G a m e F a n’s F a v e R a v e fo r eig h t w ee k s r u n nin g. Ja n e y b o u g h t m e a s u b s crip - tio n fo r C h ristm a s. K ee p s m y s w o rd a r m in s h a p e.” 3 Dawn of the Artifacts: Dusk INTRODUCTION acters off track. Of course, as any gamemaster knows, for every Dusk is an adventure designed for use with Shadowrun, suggested scene and outcome, players will think of two or three Fourth Edition While this adventure is not designed specifi cally alternative methods of getting to their objective. Dealing with these with novice players in mind, it can easily be tweaked to suit a range unexpected detours is where a good gamemaster shines. Th ese al- of player experience. ternative paths can be fun and enjoyable for both the players and Players and gamemasters should be aware that only game- the gamemaster. In the end, aft er all, the point is to have fun. Each masters should read beyond this point—the secrets and plot of the scene will have some gamemaster hints for keeping players on track, adventure are revealed in the following text, and that knowledge or, alternatively, for expanding on the tangents they may take. could reduce the enjoyment of running the adventure for players. Dusk is the fi rst in the Dawn of the Artifacts four-part series MAIN SECTIONS of interlinking adventures. Gamemasters and players who wish Th is book is divided into several sections designed to assist to play all four adventures should keep in mind that the player you in bringing the adventure presented herein to your table: characters’ actions and contacts in this adventure will have future ramifi cations in the adventures to follow. • Preparing to Play: A plot synopsis, necessary background information, and other useful details and data. PREPARING THE ADVENTURE • Adventure Scenes: Th e adventure itself, broken down into Dusk can be run with only the Shadowrun, Fourth Edition individual scenes. rulebook. However, many of the characters presented in this ad- • Legwork: Summaries of information and data the player venture draw from the additional core supplements such as Arsenal, characters might fi nd during their research. Augmentation, Unwired, and Runner’s Companion. All rules in • Cast of Shadows: Profi les of the primary NPCs the player this adventure are assumed to follow the core rules presented in characters will interact with during the adventure. Shadowrun, Fourth Edition. A gamemaster can, of course, use any • Player Handouts: Information designed for players. of the optional rules presented in any of the advanced sourcebooks as best fi ts his or her game. ADVENTURE SCENES Much of this adventure takes place in Lagos, a feral city on Th e adventure itself plays out over a series of interconnected the West Coast of Africa. Lagos is a featured location in Feral scenes. Each scene contains some, or all, of the following subsections: Cities. Gamemasters and players will fi nd a wealth of information, • Scan Th is: A brief summary of the events in the scene. contacts, and additional plot hooks in Feral Cities that will bring • Tell It To Th em Straight: A text selection that can be read the location to life for both players and their characters. For players directly to the players or paraphrased when the player char- who have not read Feral Cities, several player handouts included in acters reach specifi c points in the scene. this adventure provide a broad overview of the city. Gamemasters • Hooks: Descriptions of ways that characters might be en- may wish to provide these to their players prior to the adventure, couraged to play a scene. or alternatively, provide them as player characters research the city • Behind the Scenes: The mechanics behind each scene, or interact with the various factions. including NPC motivations and any secrets or special in- structions for the scene. ADVENTURE STRUCTURE • Subplots: Secondary adventures—or red herrings—that Dusk takes the player characters into the heart of one of the off er avenues for gamemasters to develop to make the adven- darkest sprawls on the planet on the trail of an ancient artifact. ture less linear for players. Getting the players to Lagos from their home sprawl is addressed • Pushing the Envelope: Suggestions for gamemasters on in the section Are Your Immunizations Up to Date? Alternatively a altering the scene to challenge more experienced players or gamemaster could have the characters start as natives of Lagos or more powerful player characters. expatriate runners living in the feral city. • Debugging: Suggestions for getting the adventure back on Th e runners are hired by Ms. Johnson on retainer for a pe- track if the player characters’ actions derail it. riod of time to assist her in achieving the objectives of her mission, • Places of Interest: Locations featured in the scene, in- protecting and aiding her on a trip well beyond the team’s home cluding descriptions and ratings for security systems and turf. Th e mission goals can be accomplished through stealth, social Matrix systems. interactions, force of arms, or any mix of the three. Th e adventure • Grunts and Moving Targets: NPCs in that particular scene. as written should be seen as a guideline. Th e gamemaster should NPCs that are featured in multiple scenes are found in the keep the plot moving forward by making adjustments and reacting Cast of Shadows. to the runners’ choices and actions while providing opportunities for them to exploit rather than “railroading” them from set piece NON-PLAYER CHARACTERS to set piece. Since this can be challenging, each scene off ers sugges- Non-player characters (NPCs) are key to bringing any ad- tions to address runners who decide to follow tangents or whose venture to life; they include the allies, enemies, and contacts the actions cause them to skip certain scenes. characters will interact with during the shadowrun. Important Th e adventure consists of a variety of connected scenes. While NPCs have relevant profi les, including stats, in the Grunts and some scenes must occur for others to follow, there are several that Moving Targets section for each scene. Major NPCs who appear in off er fun side-adventures, or “red herrings,” designed to lead char- multiple scenes are listed in the Cast of Shadows section at the end 4 Dawn of the Artifacts: Dusk of this book. Gamemasters can and should GAMEMASTERING THE ADVENTURE tweak the NPCs to make them more or less Dusk is an adventure designed for Shadowrun, Fourth Edition, and is the fi rst challenging opponents (see Prime Runners, in the Dawn of the Artifacts series of adventures that will immerse characters p. 284, SR4A). NPCs in groups of grunts in some of the greatest mysteries of the Sixth World. It is suitable for every benefit (see Group Edge, p. 281, SR4A), level of player and gamemaster experience, even though it involves an unusual while individual NPCs in this adventure backdrop and some hints of the secret history of the Shadowrun universe. possess their own Edge stat to use. As with any adventure, however, there are a few suggestions that will make the adventure, and gamemastering it, run more smoothly. BACKGROUND In the Sixth World, the term artifacts Step One: Read the Adventure encompasses far more than simple rem- Reading through the adventure prior to introducing your group to it ensures SK. . . . . . . . . . . . . . . . napeSWnruraeeoncc dhrrhtelsaa d latnfi.errc tBotssmi mekffearsnio ncpdotmtaeswss s att an h rt c meoahu t biycl stpiottughrorr epibrecdoysuaa,;rsl ta itieannht gitceeoehl sn umseo sd ifAo na imsnwn ttg daahv g kuaepiel ncruSni iaitvqixhnbauttalgheeet. yTsSeohtenuisRpt k e ahTndrewo eilwnlopy :s t wd Ahwoehseh saaseetd n’sasvs n eyc tynooh tumgeura ri Amnepdg.laev dmyeeonarwtssun t(re ietnrh eteav kiltiena eba l aywn)r dcit oatmerene f aaudmpv eiwlniaittruh wr esio tahmn tdeh trehu iennn gitt i nrweo itst htpoorruey-t. U D collectors, entire organizations have formed any changes. You may decide it needs to be more challenging for your players, or :TS with the goal of acquiring, deciphering, perhaps they form a specialized team (such as all mages) who will undoubtedly AC guarding, and potentially using these arti- approach certain tasks in unique ways. You may want to switch certain NPCs with F TI facts and the lost magical knowledge. Th ree characters your players are familiar with in their game, such as a common fi xer or R A of the big players in the world of artifact gang contact. Assessing the adventure lets you make notes on how you want to E H collection are the Atlantean Foundation, customize the adventure to best fi t your game and your gamemastering style. T F the Draco Foundation, and the Apep O N Consortium. Th ere are a plethora of other Step Three: Know the Characters W A players, ranging from shamanic groups in You should have a copy of each character prior to running the adventure, so D the PCC to mysterious cabals hidden within you can assess their individual (and group) skills, contacts, and abilities. If a scene government agencies. Even the megacorpo- calls for them to trek through a jungle and none of them have a survival skill, you rations have entire departments devoted to may need to tweak the scene so they’ll still have a chance at success. If a character using artifacts in arcane research to unlock is sidelined for parts of the story due to lack of abilities or skills, the gamemaster new thaumaturgic lore. should consider adding scenes that play to the character’s strengths. This adventure deals with one spe- cifi c artifact, known today as the Piri Reis Step Four: Take Notes map, although that fact isn’t revealed until Written notes help you keep things organized. You may want to jot down a well into the adventure. It also introduces note to give a particular handout to players at a specifi c moment or highlight shadowrunners to the world inhabited by important details about an NPC or combat scene. Taking notes helps you re- collectors, relic hunters, and other more member characters’ actions during the adventure, which is useful in awarding dangerous players. Karma and handling contacts at the conclusion. Since this is the fi rst in a series of adventures, it is quite possible that the players’ decisions might come back THE PIRI REIS MAP to haunt them later! The artifact known today as the Piri Reis map boasts a long and troubled his- Step Five: Don’t Let the Dice Run the Game tory, shrouded in mystery and controversy. Dice rolls normally dictate the outcome of events in a roleplaying game. Denounced as a sophisticated hoax and writ- However, sometimes the dice fall in such a way that they interfere with the ten off as an oddity, the map hides a millennial story. Remember, as gamemaster, you can always tweak the dice to enhance secret that lay dormant until the Awakening. the story. As a rule of thumb, a gamemaster shouldn’t fudge the die rolls to hurt player characters, but occasionally might tweak the roll to help them out Known History or to help the story progress (softening a roll to seriously injure a player rather In 1513, Piri Reis, a high-ranking of- than killing them is one example). fi cer in the Imperial Turkish navy, allegedly drew a mysterious mapa mundi based on a Step Six: Don’t Panic collection of older maps, including some You’ll make mistakes. Everyone makes mistakes. You may forget a rule, mis- that reportedly had survived the destruc- read a scene, or forget an important clue. Don’t worry. The reason you’re there tion of the Great Library of Alexandria. is to have fun, and fun is far more important than a fl awless performance. If Inexplicably this map depicted the coast- you or the players make a mistake, do your best to straighten things out, then lines of the Americas, as well as an accurate keep moving forward. portrayal of the Antarctic coastline, devoid 6 Dawn of the Artifacts: Dusk of ice—surprising, indeed, since Antarctica wouldn’t be “discov- THE DRACO FOUNDATION ered” until nearly three centuries later. Even more mysterious, The Draco Foundation (DF) was established by researchers claim the last time the Antarctic coast was free from the last will and testament of the deceased presi- ice was likely 4,000 BC. Cartographers puzzled over the appar- dent Dunkelzahn. Charged with administering his ent use of spherical trigonometry, a technology that wouldn’t be will and legacy (both the public and private sections), available for three hundred more years. While Piri Reis claimed this foundation controls the bulk of the late dragon’s he drew the map from other, older maps, cartographers were be- wealth. With such financial backing, it continues mused by the fact that it appeared to be based off maps that not to be a major infl uence in a variety of realms—from only acknowledged the Earth was round, but had calculated its boardrooms of AAA megacorps to the world of ar- circumference within fi ft y miles of the true measure. For centu- canoarcheology. It is a primary competitor to the ries, the map remained an oddity, dismissed by researchers and Atlantean Foundation in the world of arcanoarcheol- cartographers as one of the many items that just didn’t fi t with DA ogy and antiquities. With Draco Chairman and former W their understanding of history. N For years, the map remained under lock and key at the UCAS Vice President Nadja Daviar still missing fol- O Topkapi Palace in Istanbul, where it was discovered in 1929. It lowing the Crash 2.0, Aina Dupree is now the acting F T Chairman of the Foundation. The rest of the board H remained there until the turmoil of the Eurowars swept through consists of Frank Hardy, Manuel Torres, Milo Czerda, E A Turkey. Towards the end of the war, in 2034, the European forces RT seized Istanbul from the disintegrating Alliance for Allah. In the Midori Kanematsu, and Gracie Friel. IFA C destruction and chaos that accompanied one of the most violent T THE DUNKELZAHN INSTITUTE S clashes in the Eurowars, many of the nation’s most valuable trea- OF MAGICAL RESEARCH D: U sures were lost—among them, the Piri Reis map. Most believed it S The Draco Foundation was also charged with K wOtinhuatrsoot d uoItegnhfsh teCrr eitohrahycaleieunt dhylda ,aw shtn ihoodoewfsn n aeo nvfif e rbere,lxs at chrceakepv -matmigoaeapnrd kaw pelalatys rc tlwoo oloelfea tteclhtdtheo a yrPns am,d lea eavcnneedn. ietnud a Nulpliyg p feaarslislaii—nngg eRdminseesatvstgaoietibtcauealrtidclsi poh hthn io(nesD n ghaIMo ingtmdhRh ee-n).en a DTnathd.iuo Te nnmh kDseae I ddMglzeiiracsReaihcg litn snro aearIstnsne esa diatrne irbtdc nyuheo tDp ameeun ninodndkfa s eetMtnlezutdaad bhgfyronioicnd miagnyl . . . . . . . . . . . . . . . . his will, and include MIT&T, the Atlantean Foundation, Adegoke, who would one day become the king of the Yoruba in the NAN, Tír na nÓg, the University of Chicago, the shattered Kingdoms of Nigeria. CalTech, UCLA, the People’s University of Berkeley, Unknown to Adegoke, or anyone else, Piri Reis did not actu- the Langenzell Institute, Oxford’s Royal College of ally draw the map—he discovered it. While history attributes it Magicians, Loyola, and Tir Tairngire. to him, it is in fact an artifact from a previous age. Imbued with The fact that many of these institutions protective magic by its original—and unknown—makers, it was are fierce competitors, especially the Atlantean still damaged by the passing years as its protective enchantment Foundation and the DIMR, is something that keeps slowly failed. By the time Piri Reis discovered the remaining frag- the shadows of the archeological world hopping. ment, it was little more durable than the fragile gazelle hide it appeared to be. He embellished it with contemporary references and referenced it in dozens of other maps he developed. Aft er the Awakening, as mana returned to the world, the PLOT SYNOPSIS map’s original enchantment regained strength. Without Adegoke’s Within the vaults of the Draco Foundation resides a treasure knowledge, the map in his vaults has been slowly returning to its trove of items once owned by Dunkelzahn. Some of these items are original form, which shows the entire world as it was six thou- named in his will and held by the Draco Foundation until certain sand years ago. When viewed in astral space, the map is not only conditions are met. clearly visible, but shows additional details, such as ley lines and Early in 2072, the Dunkelzahn Institution of Magical places of power … along with other, hidden aspects that appear to Research (DIMR)—a group created under the aegis of the be ghostly islands, mountains, and other sites not on modern or Draco Foundation and Dunkelzahn’s will—requisitioned an historical maps at all. A number of museums, occult groups, and ancient artifact from the Draco vaults for hands-on study. Th e private collectors have evinced interest in the map, but three of the Sexton of the Worlds, an unclaimed bequest from the dead great biggest are the Atlantean Foundation, the Apep Consortium, and dragon’s legacy, was intercepted en route from the Foundation’s the Draco Foundation. vaults in Washington, D.C., to the DIMR’s labs in Boston. Th e operation has the telltales of an inside job, though electroni- cally back-tracking the requisition proves a dead end. Th e Draco Foundation immediately steps in to fi nd the thieves and to recover the item. While Aina Dupree conducts a discreet internal inquiry, a climate of suspicion falls over the DIMR board, with each direc- tor fostering his or her own theory on the theft . 7 Dawn of the Artifacts: Dusk Lagos. Lagos is a dangerous city, however, and she wants the run- THE ATLANTEAN FOUNDATION ners to assist her in her investigation. (Meet Ms. Johnson, p. 9) Created by Sheila Blatavska shortly after the While in Lagos tracking down Samriel, the runners will learn Awakening in 2012, the Atlantean Foundation about an upcoming artifacts auction, a black-tie event hosted by is a private organization publicly dedicated to the Oni of the Yoruba tribe, Adegoke, on the secure Victoria Island restoring the glory of the lost golden age of enclave. According to the rumors, Oni Adegoke wants to fund a Atlantis, a supposed Mecca of wonders and new venture and has decided to raise capital by selling a portion knowledge that disappeared into the mists of of his collection at an exclusive auction. Since many of the items time. More than just a group of eccentric his- were acquired through less-than-legitimate channels, the auction tory buffs and new-agers, it is an organization itself is being held in Lagos, a feral city where international police with branches worldwide, popular trid shows, agencies have no power. Th e underground auction was announced K. . . . . . . . . . . . . . . . mcrmseehseony mn tooetffbhr rsealey,rn ss sn p ApweeoAwocn trcsselodloderwrpt estiocdderie raeas tnar iactnohinndsedt. oos cp.lho eItgar atibcstoa,e alms sd atiagstj osam,r lairelenlvisodeen lca sjaur cdosh-ft taAmmormeaa t gphflo i,eoc ni ac“tgluk sitishtnhueogemau ltl ,oplo data sL srb wtafriogeeinorsll ”sga a t utsaho c ar vtp ofiie oaurvrngyet h -ihichs dii uptginhsahcdte rep rPe—ereidirtc-a iecy mR heianaoernind-snoeg mele tdldhas (— peabm.n yAad mSl stsah eoamvonsetur roiageacbhllc’ vsg o iiprtouo aunhurstatplsysy)s., S to Oni Adegoke’s surprise, changed signifi cantly. It is still, how- U THE MYSTIC CRUSADERS :S D This paramilitary group is a secret order ever, recognizable as the Piri Reis map, and the Oni believes the T additional mystery surrounding the magical artifact should only C within the Atlantean Foundation, allegedly A increase its potential value. (Welcome to Lagos, p. 15) TIF organized around the precepts of an ancient Once they learn about the auction, Frosty and the runners AR Atlantean codex. Part knightly order, part relic THE hunter, they serve a variety of roles for the or- ntheee dit etom fis nodn ath wea dyo icnk. eTht feoyr athree aabulcet itoon g aatin O anni iAnvdietgatoikoen’s t poa vlaiecwe. OF ganization, although they remain mostly the Frosty sends her employer a list of the items that Samriel has N stuff of rumors even in the shadows. Rumors shown an interest in, once she realizes the DIMR’s stolen artifact W persist that the Mystic Crusaders are fanatically A is not present in the collection. Her employer redirects her; she is D devoted to the organization’s charismatic leader to acquire the Piri Reis map. Unfortunately for Frosty, she did not rather than the Foundation itself, and largely au- bring an appropriate “gift ” for the Oni, and he is reluctant to give tonomous of the Foundation’s hierarchy. No one her a ticket to the auction. knows if they work for Sheila Blatavska or if they While they—and several other interested parties, such as an have their own, separate agenda that happens to Azzie representative and an Apep Consortium rep—are looking coincide with hers. For more information on the at the artifacts, a small bronze statue with historical signifi cance Mystic Crusaders, see p.73, Street Magic. to the Yorubas is stolen from the palace. Oni Adegoke is furious. Frosty sees this as a perfect opportunity. She asks the runners to return to Lagos and fi nd and return the stolen item (and the thief, In fact, one of the DIMR directors has reason to believe Mr. alive) for her to present to the Oni as a gesture of goodwill. If they Casey Williams, the Atlantean Foundation’s representative, knows can do so, Oni Adegoke will be grateful and provide Frosty and the more than he is telling. Th is director overheard Mr. Williams and runners with tickets to the auction. (A Royal Complication, p. 20) a suspected operative of the Atlantean Foundation discussing If they choose not to find the statue and thief (or fail), the possibility that Aztechnology is behind the theft . Th e direc- the runners will have to fi nd an alternative way to get into the tor’s own investigations identify the elven operative as Samriel auction—since, aft er the theft , Oni Adegoke moves the items to Lockwood and suggest he might be a member of the secretive the auction site. Th ey can do this by tracking down one of the Mystic Crusaders. Shortly aft er, surveillance intercepts an en- other invitees and stealing their invitation and going in their place, crypted missive from Williams sending the elf on an undisclosed by stealing a ticket directly from the palace, or by simply circum- mission in Lagos, Africa. Suspicious, the director decides to hire venting the auction altogether and stealing the map. (Alternative outside assistance, deniable assets, to follow Samriel, hoping that Routes to Get a Ticket, p. 27) the operative will lead them to the missing artifact. At the auction, Frosty’s budget is quickly overcome by the Frosty, a talented magician and sometime shadowrunner, fi erce bidding by other attendees. Th e fi nal winner is Medjay, a is hired to go to Lagos to track down the Mystic Crusader, and representative of Celedyr, the great dragon who is the R&D di- once there, recover the item he is aft er—which turns out not to be rector of NeoNET. Medjay takes the map and attempts to leave the stolen DIMR artifact at all, but another item altogether: the Lagos. Th e runners, as well as the other disappointed losers of the Piri Reis map. Although she generally works alone, Frosty realizes bid, will have a frantic race through Lagos to get the map. It won’t she’ll need assistance in Lagos, both investigative and security. She be easy; a lot of others are interested in the map now that it has contracts the runners, telling them she is a shadowrunner herself, come to light and are willing to do anything to get their hands on hired to follow a man involved in a theft who has disappeared in it. (Follow the Map, p. 36) 8 Dawn of the Artifacts: Dusk

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