Without their vehicle and stranded in a bad neighborhood my contingency plan kicked in, and I had an NPC we previously met in the bar roll up in an armored truck to help out her boss. To my surprise the players accepted, gingerly stepping out of the vehicle and practically waving goodbye as they strode down the path with their NPC captive, avoiding an entire battle. The Halloweeners wanted the fancy vehicle, so after a successful negotiation test, I allowed them to trade the vehicle for their lives. This actually segued us into outcome 2, and the elf quickly negotiated for their release. The elf adept, who also acts as the group’s face with superior social skills, acted first thanks to his crazy high initiative score, and he immediately decided to bargain with the lead ganger. Given the aggressive tendencies of my players I predicted we would go with outcome 1, but when the players decided to try and drive away (which would’ve been a very difficult Pilot Ground Craft test), I had the lead ganger grow impatient with his knocking, ripping the rear doors off the vehicle and having everyone roll for initiative (I rolled an astonishing 8 success for his test to open the doors). This was set up as a semi-randomized battle with three main outcomes – 1) the players fight off the gangers, 2) the players talk them down or negotiate or, 3) the players drive away. My players were attempting to question their new captive and get the DocWagon vehicle started when they were accosted by a roving band of Halloweeners. Our sophomore session for our very first Shadowrun adventure picked up during the briefest of down times.
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