Downloads (Season 3)

Missions-Season 3

In Missions Season 3, players got tangled up in the machinations of the MDC, the group of corporations who run Manhattan Island. Players had the opportunity to become affiliated with one or more corporations who would reward them for their loyalty, but they had to be careful not to cross the corps, because the penalties were deadly.

Season 3 marked a point where Missions moved from being a purely fan run project, to becoming an official line produced by Catalyst Game Labs. Writers and artists were hired to create the adventures, and due to this the adventures were no longer a free download. SRM 03-00 Everyone’s Your Friend is available for free, but the remaining Season 3 Missions cost $3.95 each.



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SRM 03-00 Everyone’s Your Friend
Sometimes following up on a job really means following. You’ve been hired to track down an old acquaintance who’s fled across the continent.

In the first scenario of the New York City Shadowrun Missions campaign, characters are introduced to the challenges of running among the bright lights of Manhattan. Provisions allow characters who participated in the Denver campaign to transition their characters to this new location. This 25-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-01 Ready, Set, Gogh
By 2070, life literally imitates art. Some people have a fetish for it and it’s your job to see that it’s delivered and still breathing.

The team is forced to confront the challenges of Manhattan security, when Mr. Johnson asks them to perform a major heist. From there, things spiral into a double helix of complexity as motivations are abruptly twisted. This 24-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-02 Block War
What starts as a petty fight could degenerate to a full-scale war. When things are turning sour who said mediators had to be neutral?

A fixer hires the team for what seems like little more than a complicated prank. However, sometimes, people have a hard time keeping their vengeance proportionate. When two veterans of the business conflict enter the fray, the team needs to make some hard choices. In not time, things go from humorous to deadly. This 26-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-03 Burning Bridges
The voice on the other end of the comm sounded desperate. The kind that pays well. Then he asked, “How much do you know about demolitions?”

Mr. Johnson is at the end of his rope, and he needs some serious income. He latches onto a desperate and tragically dangerous scheme that just might get him what he needs, though it might cost hundreds of lives in the process. The team needs to decide if the pay is worth the risk and the ethical quandry. This 27-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-04 Monkeywrench
A little milk run like this should be no problem. Though, it sounds like you don’t get much time. Non-lethal rounds and no legal complications makes these “security consultant” gigs the best in the Big Apple.

Mr. Johnson wants someone to test his security systems. Everything should be perfectly routine and above board. After all, things never go horribly wrong during a shadowrun, right? No reason to have any back-up plans ready for this. It’s all just wonderfully straightforward. What’re you giving me that look for? This 25-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-05 In and Out
A stool pigeon is ready to name names. Mr. Johnson wants to make sure they’re the right names. He needs you to break into the NYPD Inc. holding facility and deliver a message. This 25-page scenario includes a complete adventure, player handouts, and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-06 Jackknifed
Defend a truck – What could possibly go wrong? Famous last words…

This exciting 17-page scenario includes a complete adventure, plus six pages of player handouts and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-07 Knight at the Opera
Eight teams escorting eight Damien Knights. Will the real Damien Knight please stand up.

This scenario includes a complete adventure, plus appropriate player handouts and record handling sheets for participating in the Shadowrun Missions (SRM) campaign.


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SRM 03-08 Firestorm
If you’ve survived enough runs, you know that the ones that sound easy are the ones that get you. And what could be easier than recovering a runaway drone?

As it turns out, plenty. The drone is acting strangely–strange enough that two megacorporations are interested in its fate. And there are others, who are no fans of the megacorps, who have got the scent of what’s going on as well. The chase for the drone is putting a lot of people on a crash course, and when they collide, guns are going to come out. Can you survive the crossfire?


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SRM 03-09 Something Completely Different
As any artist will tell you, the art scene can be brutal, especially in a high-octane setting like Manhattan. There are plenty of horror stories to go around—but none of them can touch what’s about to go down at the Guggenheim.

In this Mission, Shadowrun players will find themselves in the middle of an art opening unlike any other, with chaos and screaming and dancing statues. Unless they keep their wits about them, the latest masterpiece in the museum will be painted in blood—and to make things worse, if they can’t defuse the situation, they might not get paid.

Something Completely Different is the latest Manhattan Mission, giving Missions players a chance to learn more about the creative spirit behind some of the city’s artistic masterworks while also giving them the opportunity to shore up their alliances with powerful megacorps.


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SRM 03-10 Spin Control
Journalists have faced plenty of accusations of acting with a hive-mind mentality, but some covert operations in Manhattan are about to take things to a new level. What starts out for runners as a simple investigation into gang activities turns into an exploration of some of the city’s darkest secrets—the kind of things that tend to make anyone who finds out about them turn up dead. If the runners are going to survive this mission, they’re going to have to fight hard, make tough decisions, and possibly join forces with some unusual allies.

Spin Control continues the series of Missions set in the corporate web of Manhattan, giving runners the chance to strengthen bonds with some of the factions they’ve impressed in past jobs—or to really stick it to a faction they don’t like.


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SRM 03-11 Food Poisoning
People die every day. People without SINs die even more frequently. That’s not news. But when people without SINs are being poisoned, when it looks like they’re being targeted somehow—well, that’s no good. If someone’s going after people without SINs, that means the next target could be one of your contacts, or your fixer, or even you.

That would be incentive enough for most runners to look into this spate of poisoning, but Mr. Johnson’s got some cash to throw around, and maybe some hints of where to start looking. In Food Poisoning, runners have the chance to trace the spate of poisonings to its source, and to uncover the double-crosses and machinations behind all the deaths.

Food Poisoning is the eleventh in the current series of Shadowrun Missions, giving runners a chance to get increasingly tangled in the corporate politics of the Sixth World’s version of New York City.


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SRM 03-12 Elevator Ride to Hell
You’ve had quite a time in the Rotten Apple—you’ve seen some weird people, done some strange things, and made some narrow escapes. Hopefully you’ve made some friends, and most likely you’ve made some enemies. But a strong wind getting ready to blow through town, and it just might take you away with it. Just make sure you leave alive.

Elevator Ride to Hell concludes the Manhattan series of Missions, giving the Big Apple a dramatic sendoff. The adventure contains character stats, maps, and everything you need to plunge a group into the treacherous heart of New York. So jump on, press the “close door” button, and get ready for a ride that might hurdle clever runners to the peak of Manhattan fame—or slam them to the ground in a burning, wrecked hulk.


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The Rotten Apple: Manhattan ebook
Dominated by the Manhattan Development Consortium (MDC), the City represents the largest contiguous corporate enclave in the Sixth World. This volume grants a look into the neighborhoods of Manhattan, the constant scrutiny of its security, and the activities of the thirteen corporations that oversee its development.

This setting is a crucial part of the New York City Shadowrun Missions campaign. This 32-page volume serves as a guide to players so that they can prepare their characters to deal with the finer details of the setting. Gamemasters are also well suited to use this book, as it grants them a deeper insight into the neighborhoods of Manhattan than can be provided in scenarios.



Season 3 FAQ & Karma Rollover Log

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