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http://img385.imageshack.us/img385/6716/harlequin1og.jpg
 
http://img385.imageshack.us/img385/6716/harlequin1og.jpg
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== [[7306]]: [[Harlequin (przygoda)]] ==
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'''Released:''' 1990<br>
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'''Authors:''' [[Ken St. Andre]], [[John Faughnan]], W.G. Armintrout, Jerry Epperson, [[Paul R. Hume]], Lester W. Smith, James D. Long & [[Tom Dowd]]<br>
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ISBN: 1-55560-125-1<br>
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'''Pages:''' 152<br>
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'''Edition:''' First
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'''Status/Availability:''' out of print/very rare<br>
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'''Plot:''' [[Harlequin]] is a mini-campaign with eight separate, but linked, adventures. Each of them is described separately below. The main storyline is the resolution of a feud between two immortal elves, [[Harlequin]] and [[Ehran the Scribe]], which has lasted for over 5,000 years; the whole [[Harlequin]] campaign is actually a ritualized form of revenge on [[Harlequin]]'s part.<br>
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<br>
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'''Physical:''' The PCs are hired to steal the paper manuscript to a new novel by [[Ehran the Scribe]] from the publisher. This is a simple breaking & entering job with no strings attached.<br>
  +
'''Hates:''' Someone hires the PCs to kill the main members of the [[Association Para-Nobilis]] ([[APN]]), an elf poser group, and cut off their (fake) left ear tips. They are also to leave an envelope (with the first page of the manuscript from Physical) on the leader's body. Again, a simple adventure that will most likely be not much more than a big firefight.<br>
  +
'''Past:''' Another B&E job, but with a twist: this one takes place in [[Germany]], in a castle to be precise, and the object to be retrieved is an ancient book. The PCs are also to leave a little valise containing the ear tips from '''Hates''' in the castle.<br>
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'''Loves:''' This run strikes at [[Ehran]]'s favorite policlub, the [[Young Even Technologists]] ([[YET]]). The PCs are to break into the [[YET]]'s building so they can access their computer system, and from there deck into another company so the [[YET]] will be implicated. By the time they're almost done, the [[APN]] attacks the [[YET]] building, and the PCs have to pull out through the ensuing firefight.<br>
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'''Counterstroke:''' Here, [[Ehran]] tries to stop [[Harlequin]] by having the runners kidnapped for interrogation. They're taken to a house overlooking the sea. A chance to escape presents itself, and there's also the chance of striking a deal with [[Ehran]]'s ally spirit, [[Ariel]], to help her go against her master.<br>
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'''Spiritual:''' Another run to a foreign country, this time [[Amazonia]]. The runners get to travel through the jungle for several days before they reach one of [[Ehran]]'s houses; once there they are to cut a flower from the greenhouse and leave a datachip in its place. Another a simple adventure, but because it places the runners in an area totally out of their normal field of operations, it can be quite challenging.<br>
  +
'''Future:''' [[Ehran]] has a daughter called [[Jane Foster]], who lives in the city of Columbia, Missouri, [[UCAS]]. She doesn't know who her father is, but the runners are hired to bring her to [[Harlequin]], and leave the flower from Spiritual in her apartment. There are some complications, such as Jane's friends and a shadowrun team hired by [[Ehran]], though.<br>
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'''Present:''' The runners bring [[Jane Foster]] to [[Harlequin]] himself. He uses her to locate [[Ehran]], then sends the runners to Ehran's "vacation resort" where they find a dead [[Ehran]] lookalike, meet an envoy from [[Tir Tairngire]], and finally the whole campaign comes to an end with a big sword duel between [[Harlequin]] and [[Ehran]]...<br>
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<br>
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'''Thoughts:''' The individual adventures are not all that complicated or difficult to complete, nor do they take very that long to play (two game sessions seems to be about average). The thread running through all of them makes them enjoyable, though, especially once the players start seeing it too.<br>
  +
'''Similar Products:''' [[Harlequin's Back]]<br>
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'''Survey Rating:''' 8.0 (27 votes)<br>
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'''Notes:''' As the intro to the book recommends, it's best to place Harlequin-adventures between other ones so players won't see the whole plot unfolding right away.<br>
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<br>
   
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==Nagrody==
7306
 
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http://aagad.originsgames.com/awards/1990<br>
 
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Best Roleplaying Adventure of 1990<br>
Harlequin
 
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'''Harlequin (for Shadowrun)'''<br>
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FASA<br>
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Tom Dowd, Sam Lewis, Ken St Andre, John Faughnan, W G Armintrout, Jerry Epperson, Paul R Hume, Lester Smith, James D Long

Aktualna wersja na dzień 18:01, 12 sty 2008

DODATKI:
Powieści: Nigdy nie ufaj smokom | Wybieraj swych wrogów z rozwagą | Znajdź własną drogę | 5189 | 5199 | 5210 | 5218 | 5220 | 5302 | 5310 | 5313 | 5365 | 5367 | 5374 | 5377 | 5427 | 5445 | 5448 | 5495 | 5496 | 5537 | 5539 | 5542 | 5593 | 5628 | 5629 | 5630 | 5631 | 5674 | 5709 | 5710 | 5711 | 5712 | 5713 | 5714 | 5741 | 5742 | 5749 | 5775 | 5819 | 5839 | Private Agenda

WizKids: Born to run | Poison Agendas | Fallen Angels | Drops of Corruption | Aftershock | A Fistful of Data

Seria 7000: Shadowrun Third Edition | 7001 | Shadowrun Gamemaster Screen | Shadowrun Quick Start Rules
Seria 7100 - Dodatki: Shadowrun: Where Man Meets Magic And Machine | 7101 | SR1 GM Screen | Sprawl Sites | Katalog Ulicznego Samuraja | Paranormal Animals of North America | The Grimoire — The Manual of Practical Thaumaturgy, 14th Edition, 2050 | Virtual Realities | Rigger Black Book | Shadowbeat | Shadowtech | Paranormal Animals of Europe | Corporate Shadowfiles | Fields of Fire | Lone Star | Prime Runners | Bug City | Corporate Security Handbook | Cybertechnology Awakenings | Threats | Portfolio of a Dragon: Dunkelzahns Secrets | Underworld Sourcebook | Cyberpirates! | Corporate Download | Man and Machine | The Year of the Comet | Threats 2

Seria 7200 - Opis Świata: Seattle Sourcebook | Native American Nations Volume One | London Sourcebook | Germany Sourcebook | Universal Brotherhood | Neo-Anarchists Guide to North America | Native American Nations Volume Two | The Neo-Anarchists Guide to Real Life | Dodatek California Free State | Tir Tairngire | Dodatek Tír na nÓg | Denver: The City of Shadows | Aztlan | Target: UCAS | Target: Smugglers Havens | New Seattle | Target: Matrix
Seria 7300 - Przygody: DNA/DOA | Mercurial | Dreamchipper | Queen Euphoria | Bottled Demon | Harlequin | Dragon Hunt | Total Eclipse | Imago | Elven Fire | Ivy & Chrome | One Stage Before | Dark Angel | A Killing Glare | Celtic Double Cross | Eye Witness | Paradise Lost | Divided Assets | Double Exposure | Harlequins Back | Running Short | Super Tuesday! | Shadows of the Underworld | Predator and Prey | Misje | Mob War | Blood in the Boardroom | Renraku Arcology: Shutdown | First Run | Corporate Punishment | Brainscan
Seria 7400: Sprawl Maps
Seria 7600: Into The Shadows
Seria 7700: High Tech and Low Life - The Art of Shadowrun
Seria 7900: Shadowrun Druga Edycja | SR2 GM Screen | The Grimoire - The Manual of Practical Thaumaturgy 15th Edition, 2053 | Virtual Realities 2.0 | Shadowrun Kompan: Poza Cieniami | Shadowrun Companion: Third Edition | Rigger 2 | Magic in the Shadows | Cannon Companion | Dodatek Matrix
Seria 10600: The Year of the Comet | Target: Awakened Lands | Threats 2 | Target: Wastelands | Wake of the Comet | Shadows of North America | Shadowrun Companion | New Seattle | Magic in the Shadows | Cannon Companion | Shadowrun Third Edition | Rigger 3 Revised | Man and Machine | State of the Art 2063 | Survival of the Fittest | Dragons of the Sixth World | Sprawl Survival Guide | The Shadowrun Character Dossier
Seria 25000: Shadows of Europe | Mr. Johnson’s Little Black Book | State of the Art: 2064 | Loose Alliance | Shadows of Asia | Shadowrun GM Screen and Critters Sourcebook | Shadows of Latin America | System Failure | Running Wild
Seria 26000: Shadowrun Fourth Edition | Shadowrun Fourth Edition Hard Cover | SR4 GM Screen | On the Run | Shockwaves | Street Magic | Runner Havens | Arsenal | Emergence | Running Wild | Augmentations | Corp Zones


http://img385.imageshack.us/img385/6716/harlequin1og.jpg

7306: Harlequin (przygoda)[]

Released: 1990
Authors: Ken St. Andre, John Faughnan, W.G. Armintrout, Jerry Epperson, Paul R. Hume, Lester W. Smith, James D. Long & Tom Dowd
ISBN: 1-55560-125-1
Pages: 152
Edition: First Status/Availability: out of print/very rare
Plot: Harlequin is a mini-campaign with eight separate, but linked, adventures. Each of them is described separately below. The main storyline is the resolution of a feud between two immortal elves, Harlequin and Ehran the Scribe, which has lasted for over 5,000 years; the whole Harlequin campaign is actually a ritualized form of revenge on Harlequin's part.

Physical: The PCs are hired to steal the paper manuscript to a new novel by Ehran the Scribe from the publisher. This is a simple breaking & entering job with no strings attached.
Hates: Someone hires the PCs to kill the main members of the Association Para-Nobilis (APN), an elf poser group, and cut off their (fake) left ear tips. They are also to leave an envelope (with the first page of the manuscript from Physical) on the leader's body. Again, a simple adventure that will most likely be not much more than a big firefight.
Past: Another B&E job, but with a twist: this one takes place in Germany, in a castle to be precise, and the object to be retrieved is an ancient book. The PCs are also to leave a little valise containing the ear tips from Hates in the castle.
Loves: This run strikes at Ehran's favorite policlub, the Young Even Technologists (YET). The PCs are to break into the YET's building so they can access their computer system, and from there deck into another company so the YET will be implicated. By the time they're almost done, the APN attacks the YET building, and the PCs have to pull out through the ensuing firefight.
Counterstroke: Here, Ehran tries to stop Harlequin by having the runners kidnapped for interrogation. They're taken to a house overlooking the sea. A chance to escape presents itself, and there's also the chance of striking a deal with Ehran's ally spirit, Ariel, to help her go against her master.
Spiritual: Another run to a foreign country, this time Amazonia. The runners get to travel through the jungle for several days before they reach one of Ehran's houses; once there they are to cut a flower from the greenhouse and leave a datachip in its place. Another a simple adventure, but because it places the runners in an area totally out of their normal field of operations, it can be quite challenging.
Future: Ehran has a daughter called Jane Foster, who lives in the city of Columbia, Missouri, UCAS. She doesn't know who her father is, but the runners are hired to bring her to Harlequin, and leave the flower from Spiritual in her apartment. There are some complications, such as Jane's friends and a shadowrun team hired by Ehran, though.
Present: The runners bring Jane Foster to Harlequin himself. He uses her to locate Ehran, then sends the runners to Ehran's "vacation resort" where they find a dead Ehran lookalike, meet an envoy from Tir Tairngire, and finally the whole campaign comes to an end with a big sword duel between Harlequin and Ehran...

Thoughts: The individual adventures are not all that complicated or difficult to complete, nor do they take very that long to play (two game sessions seems to be about average). The thread running through all of them makes them enjoyable, though, especially once the players start seeing it too.
Similar Products: Harlequin's Back
Survey Rating: 8.0 (27 votes)
Notes: As the intro to the book recommends, it's best to place Harlequin-adventures between other ones so players won't see the whole plot unfolding right away.

Nagrody[]

http://aagad.originsgames.com/awards/1990
Best Roleplaying Adventure of 1990
Harlequin (for Shadowrun)
FASA
Tom Dowd, Sam Lewis, Ken St Andre, John Faughnan, W G Armintrout, Jerry Epperson, Paul R Hume, Lester Smith, James D Long