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 Hottest Modern, Adventures & Modules from Catalyst Game Labs
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Shadowrun Missions 10-01: Death's Daily Business

Shadowrun Missions 10-01: Death's Daily Business


High Stakes, Poor Aim It’s a new season of Shadowrun Missions, so it’s time to dive back into the chaos of Neo-Tokyo. An assassination gone wrong has put a covert operation in danger, and Tanaka-San wants to know what happened and why. The runners will be sent in the investigative trail to find out some of the unusual ways things go wrong in the Sixth World. Hopefully, they’ll survive...   [click here for more]
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Shadowrun Missions 10-02: One Stone, Two Birds

Shadowrun Missions 10-02: One Stone, Two Birds


Cross and Doublecross Mr. Johnson has been working overtime on their scheme this time. There is a prototype to steal, there are people to frame, and there is the whole delicate balance of Neo-Tokyo etiquette to navigate. Skilled runners can make some valuable contacts and a fine amount of nuyen. Less-skilled runners might find themselves on a flight out of town in short order—possibly in a pine box...   [click here for more]
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Shadowrun Missions 10-03: When the Bough Breaks

Shadowrun Missions 10-03: When the Bough Breaks


Cradle Will Rock Shadowrunners are used to handling valuable packages, but one that needs to be fed every few hours or it screams uncontrollably is a new one. This is not just an ordinary baby, though, and lots of people would like to take care of it—though their definitions of “take care” come with varying degrees of menace. The runners will have to maneuver the Neo-Tokyo scene carefully to...   [click here for more]
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Shadowrun Missions 10-04: Get Bento

Shadowrun Missions 10-04: Get Bento


The Bullet of Shame The beauty of Neo-Tokyo is, you don’t have to physically hurt someone to really damage them. The power of shame and social standing is so great that sometimes presenting the right facts in the right situation (or wrong situation, depending on your perspective) is enough to ruin someone. It requires more finesse than just filling a room with bullets, but isn’t that the mark of...   [click here for more]
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Shadowrun Missions 10-05: The Out of Body Experience

Shadowrun Missions 10-05: The Out of Body Experience


Life and Love The definitions of life and love change in the Sixth World based on who you talk to. There is a wider range of sapience than people in the previous century dreamed of, and regardless of the forms they come in, when two minds meet, they can forge a connection. Shadowrunners are going to have to deal with wrinkles in the processes of life and love they might not have considered,...   [click here for more]
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Shadowrun Missions 10-06: The No Body Problem

Shadowrun Missions 10-06: The No Body Problem


The Ultimate Escape Getting out from under the thumb of the megacorps isn’t easy, but sometimes the circumstances are bad enough that people will do anything to make it happen. Twenty-year-old aidoru star Asada Yui wants to get out of the grind of being in the spotlight, but her corporate masters don’t want to let her go. She’s willing to do a lot to gain her freedom, including hiring...   [click here for more]
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Shadowrun Missions: 10 Block Tango (08-03)

Shadowrun Missions: 10 Block Tango (08-03)


MAXIMUM FLAVOR Pit fighters. Gangers. Insect spirits. Warlords. Broken roads, no Matrix signal, no cops, and plenty of people trying to mess with what you’re doing. They’re all ingredients in the tasty stew that is Sixth World Chicago. Runners are about to dive into the full flavor—and see how spicy it gets. Chicago’s waiting. Go survive it. Shadowrun Missions 08-03: Cell Block Tango is...   [click here for more]
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Shadowrun Missions: A Little Wetwork (0705)

Shadowrun Missions: A Little Wetwork (0705)


The Corps Come Calling Work in Chicago long enough and you get used to a lot of weird things, so when one corp puts out the feelers for a team of runners to pull off a sabotage job on another, it seems refreshingly simple. It’s a classic shadowrun set up—two corps beat up on each other for a little while, runners make themselves a few nuyen, and the world keeps moving around. But it’s not that...   [click here for more]
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Shadowrun Missions: Amber Waves of Grain (06-02)

Shadowrun Missions: Amber Waves of Grain (06-02)


They’re Bawling about You Down on the Farm The Chicago sprawl is host to all manner of strange creatures—ghouls, toxic spirits, hellhounds, barghests, and chickens. Yes, chickens. The city is mostly urbanized, but there are also large swathes of vacant land, and some enterprising souls have been farming that land. This is the Sixth World, though, which means that whenever you have someone trying...   [click here for more]
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Shadowrun Missions: Ancient Rumblings (06-03)

Shadowrun Missions: Ancient Rumblings (06-03)


Levels of Wrong For years, the Containment Zone of Chicago has held many levels of wrong. One level is the bad things that frequently happen there—the various assaults against CZ residents, and the people who go missing or turn up dead. That level of wrong is bad enough, but it gets worse for the people who are foolish enough to look into the reasons behind the wrongs. The scope and range of evil...   [click here for more]
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Shadowrun Missions: Can You Dig It? (0802)

Shadowrun Missions: Can You Dig It? (0802)


Smoke Gets In Your Eyes In mass combat, you might be blinded by the fog of war. In hand-to-hand combat, you might have to deal with tunnel vision. And when running the shadows of Chicago, you just might have to contend with the fumes from a fire in an abandoned plastics factory that no one can seem to put out. Which is what’s happening when a new job comes your way. This job doesn’t...   [click here for more]
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Shadowrun Missions: Collective Action (0702)

Shadowrun Missions: Collective Action (0702)


All Chicago The quintessential Chicago shadowrun is a full-to-bursting package with a variety of ingredients and flavors. And it doesn’t even need to include bug spirits. If you want the true Chicago experience, it’s here waiting for you. What ingredients does it contain? How about a rush job on a tight deadline, occasionally hostile crowds of locals, panicky security, explosions, stealth, open...   [click here for more]
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Shadowrun Missions: Dirty Laundry (08-04)

Shadowrun Missions: Dirty Laundry (08-04)


Prepare for Everything<o:p></o:p> Chicago’s Containment Zone is the most uncontrolled of environments, where anything can and will be thrown at you. Ferocious gangers, hungry Infected, nefarious corp operatives—they’re just the starters. There’s a full buffet of obstacles waiting for you, and Mr. Johnson is offering a nice sum of money to encourage you to chow down.<o:p></o:p>...   [click here for more]
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Shadowrun Missions: Do No Harm (0704)

Shadowrun Missions: Do No Harm (0704)


The Finesse Game Every runner knows there are times when you need to throw grenades at gasoline trucks, and other times when more discretion and subtlety is called for. True pros distinguish themselves with precise operations that are noticed by no one besides their target—but those targets see enough to push them over the edge of sanity. In this Mission, runners get an assignment that is easy to...   [click here for more]
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Shadowrun Missions: Falling Angels (06-06)

Shadowrun Missions: Falling Angels (06-06)


All Going Down Tensions don’t simmer for long in the Sixth World. They build, and then they explode. In Chicago’s Containment Zone, that time has come. From the hunt for the missing Samantha Villiers (in her various guises) to rising gang tensions to mysterious strangers building power bases for secretive purposes, there are plenty of unstable reagents mixing in the CZ, and they’re about to blow....   [click here for more]
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Shadowrun Missions: Final Countdown (08-06)

Shadowrun Missions: Final Countdown (08-06)


All Over Is the chaos spreading or concentrating? Either way, it’s increasing, and shadowrunners are sure to be caught in the middle of it. People have been pouring a lot of energy into the core of Chicago, and a final reckoning is about to take place. It’s up to the runners to decide where the pain hits. Final Countdown is the grand finale of the Chicago series ofShadowrun Missions. After...   [click here for more]
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Shadowrun Missions: Finders Keepers (09-02)

Shadowrun Missions: Finders Keepers (09-02)


The Hunt Is on What’s more fun than a treasure hunt? When a man with Yakuza connections needs to recover an important family heirloom, he turns to the shadows for help, and runners will have to put some effort into following the item’s trail. It won’t be a simple job—when is it ever?—but runners have the chance to bound across Neo-Tokyo to make sure they find the needed object—and try to...   [click here for more]
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Shadowrun Missions: Healing the Sick (06-05)

Shadowrun Missions: Healing the Sick (06-05)


Aim for the Game Chicago’s Containment Zone may be a hellish landscape where a formerly thriving sprawl turned into a nightmare, but it’s got this going for it—there’s sure a wide variety of runs there. Finding missing people? Check. Locating data in abandoned facilities? Check. Big game hunting? Time to add that one to the list. Some mysterious attacks have left some dead, badly mauled bodies...   [click here for more]
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Shadowrun Missions: Keep Your Friends Close (0801)

Shadowrun Missions: Keep Your Friends Close (0801)


Raised Stakes Chicago has been dangerous for a long time. But only the foolish think it can’t get worse. When so many ways to die are concentrated in a single place, sometimes they prey on the innocent, and sometimes they go head to head with each other. Sometimes, they do both. In SRM 08-01 Keep Your Friends Close, the Chicago Missions begin speeding toward their dramatic conclusion as...   [click here for more]
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Shadowrun Missions: Killing Pawn (Prime Mission)

Shadowrun Missions: Killing Pawn (Prime Mission)


CHESS WITH BULLETS There are certain things shadowrunners know. They know Mr. Johnson will not tell you everything. They know sometimes the things you don’t know can kill you. And they know that one of the keys to survival is staying one step ahead of the opposition—or, in times when you are working for a devious Mr. Johnson, not falling too many steps behind. The corporate enclave of Manhattan...   [click here for more]
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Shadowrun Missions: Learning Little from Victory (09-03)

Shadowrun Missions: Learning Little from Victory (09-03)


POLITICS AS A BLOOD SPORT When the Yakuza decide to get involved with local politics, what could go wrong? Shadowrunners in Neo-Tokyo are about to find out. Runners are going to be asked to influence the election, and they’ll have to deal with the candidates, their backers, and anyone else who wants things to go their way. They’ll have plenty of obstacles to overcome and decisions to make—are...   [click here for more]
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Shadowrun Missions: Neo-Tokyo Drift (09-04)

Shadowrun Missions: Neo-Tokyo Drift (09-04)


Rev Your Engine! A big race is coming up, and a lot of people want to win it, as there is both money and prestige on the line. The runners are asked to help arrange for a particular winner of the race, but soon others come in with a competing offer. The runners have to decide who to help, who to anger, and just how they’ll make sure their selected target wins. SRM 09-04 Neo-Tokyo Drift is...   [click here for more]
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Shadowrun Missions: Seven Breaths (09-06)

Shadowrun Missions: Seven Breaths (09-06)


Grand Finale You always get the most fireworks at the end of the show, and that’s the case for the Neo-Tokyo arc of Shadowrun Missions. The conflict between Yakuza factions comes to a head, and the PCs can play a key role in ending it—or escalating it. They’re given a list of names to take out. Do they do it? Who do they go after first? How far are they willing to go? These and other...   [click here for more]
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Shadowrun Missions: Sleeping Giants (08-05)

Shadowrun Missions: Sleeping Giants (08-05)


The Other Shoe Some people working on bringing the core of Chicago back to life are brimming with optimism about its future. Others have spent the whole time waiting for the other shoe to drop. Well, it’s about to stomp down—hard. If the runners have ever wondered just how bad things might be in the tunnels under the Containment Zone, they’re about to find out, since that’s where Mr. Johnson...   [click here for more]
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Shadowrun Missions: Special Investigation Unit (0703)

Shadowrun Missions: Special Investigation Unit (0703)


On the Case! Collecting evidence. Visiting medical examiners. Questioning suspects. The cops may be a pain in shadowrunners’ hoops, but what kid didn’t play cops and robbers when they were growing up? Sometimes playing on the cops side, even? Now they have a chance to play for real. There’s been a death in the Chicago/Milwaukee sprawl—well, several, but one that got the attention of Detective...   [click here for more]
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Shadowrun Missions: Started from the Bottom (09-01)

Shadowrun Missions: Started from the Bottom (09-01)


Lighting the Electric Town Neo-Tokyo, where the bright neon makes for some deep shadows. It’s not the easiest place to navigate, but the rewards for learning how it works are high. Want a shot at the big time? Then you have to start somewhere. And there are always openings at the bottom. That doesn’t mean life will be either safe or boring. Dedicated runners can be caught in the mayhem of a troll...   [click here for more]
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Shadowrun Missions: Ten Fifty-Seven (06-01)

Shadowrun Missions: Ten Fifty-Seven (06-01)


Heart of Darkness Darkness gathers in certain corners of the Sixth World, where no light can enter. The Containment Zone of Chicago has long been one of these dark spots, but government and corporate forces have combined their heft to bring some light to that benighted area, if only because they believe there is profit to be extracted. They have considerable powers at their disposal—but there is...   [click here for more]
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Shadowrun Missions: The Deck Job (07-01)

Shadowrun Missions: The Deck Job (07-01)


What’s the Catch? The only shadowrunners who don’t ask the above question are ones who have been dead so long that no one remembers their name. Which, for most runners, means two months. The point being, any runner knows that a job that can be described in a simple, straightforward sentence at the beginning of the day is going to become a tumbled, tangled mess by the end of the day, the simple...   [click here for more]
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Shadowrun Missions: Tick Tock (06-04)

Shadowrun Missions: Tick Tock (06-04)


Let the Right Ones Out You build walls for two reasons: to keep things out, and to keep things in. Walls were erected around the Chicago Containment Zone many years ago, keeping people from the outside away from the dangers within, and locking secrets inside that are still waiting to be discovered. Though the longer they stay hidden, the clearer it is that some secrets don’t want to be found. In...   [click here for more]
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Shadowrun Missions: Violent Shadows (09-05)

Shadowrun Missions: Violent Shadows (09-05)


Confused Kidnapping If you’re hired to deal with a kidnapping, it should be straightforward—someone is missing, and you should get them back. But if the kidnappers took the wrong person, and then corporate intrigue gets twisted up in the rescue, you have an unusual run and some shadowrunners trying to not get entangled in too many complexities. With competing suits, rampaging gang members, and...   [click here for more]
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Shadowrun Missions: Windy City Chaos (07-06)

Shadowrun Missions: Windy City Chaos (07-06)


The Lost Colony Maybe you might misplace a commlink. Or lose a box holding a few stray bullets. But who loses an entire community? Well, it’s Chicago’s Containment Zone, where a large group of people disappearing is not the strangest thing to happen this month. Or this week. Or today. But even if it’s not the strangest thing, it’s the one someone is willing to pay runners to investigate. So...   [click here for more]
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Shadowrun: 30 Nights (Campaign Book)

Shadowrun: 30 Nights (Campaign Book)


NIGHT FALLS...IT WILL ONLY GET WORSE The first night of a citywide blackout usually has rioting and lawlessness. The second night continues the chaos. The third night? Well, whoever heard about a citywide blackout going three nights? It’s about to happen, and shadowrunners caught in the middle will have to deal with more than darkness. There will be howling critters roaming free. Strange spirits...   [click here for more]
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Shadowrun: 99 Bottles

Shadowrun: 99 Bottles


BODIES ARE STACKING... Mob wars are ugly things, but not all ugliness is created equal. Things are going bad in Bangkok, and one Yakuza leader named Shinoda Yoshinori has been receiving a series of unsettling messages: bodies of other members of his gumi, packaged and delivered in a decidedly unique fashion. If Yoshinori wants to preserve his gumi—and save his life—he’s...   [click here for more]
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Shadowrun: Artifacts Unbound

Shadowrun: Artifacts Unbound


Unlock the Power Four artifacts have been found. Some of the most powerful people in the Sixth World have been after them, and many people have died in the globetrotting hunt to bring these objects together. Now that they have been recovered, their powers can be unleashed—or the artifacts can be scattered, lost again until another generation summons the courage and the knowledge to dredge...   [click here for more]
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Shadowrun: Bad Moon Rising

Shadowrun: Bad Moon Rising


In Bad Moon Rising in the East, a team of shadowrunners is hired to track down the source of a new drug shipping into Hong Kong. Directly connected to the Ghost Cartels campaign, the team of six Caracas natives are thrust into a criminal underworld far from their home. With few contacts to turn to, they may find themselves deeply involved in a vicious underworld conflict. This 22-page...   [click here for more]
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Shadowrun: Battle of Manhattan (Boardroom Backstabs)

Shadowrun: Battle of Manhattan (Boardroom Backstabs)


Marching Orders TO: Willing recruits FROM: The people who can pay you Come to Manhattan. We will pay. We won’t bother with appeals to patriotism, or to your best instincts, or to anything the least bit noble. Come to Manhattan because there is a fight breaking out. Fighting is what you are paid for. Fighting is what you were born for. Come because there is money...   [click here for more]
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Shadowrun: Book of the Lost (A Shadowrun Campaign Book)

Shadowrun: Book of the Lost (A Shadowrun Campaign Book)


No Longer Hidden The Bastard, upright. A man in clown makeup stands in a broken skyraker window over another man on the verge of a long plummet. Near the clown’s hand, a white rose. Opportunity, adventure, but also mania and frenzy. 404, upright. A woman crouches on the edge of a rooftop, holding a white rose. In the distance is the image of a woman in a red dress. Destruction, failure, collapse....   [click here for more]
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Shadowrun: Boundless Mercy

Shadowrun: Boundless Mercy


The Hunt is On Elizabeth Nunn, a delightful woman who happens to have an odd habit of hanging out in hospitals and abandoned churches, has a grudge. A deep grudge. The kind of grudge that requires professional help to work out, and we’re not talking about a psychotherapist. She needs shadowrunners, and if they’re willing to take on the job, they’ll encounter fierce gangers, wild critters, and...   [click here for more]
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Shadowrun: Dawn of the Artifacts 1: Dusk

Shadowrun: Dawn of the Artifacts 1: Dusk


The Adventure Begins... 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...   [click here for more]
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Shadowrun: Dawn of the Artifacts 4: New Dawn

Shadowrun: Dawn of the Artifacts 4: New Dawn


The Final Piece One more artifact. One more chance for a big payday. One more run to distant lands and high seas, racing against time and the wealthy, ruthless powers who want the artifact for themselves. At the end of this, if you succeed, four powerful artifacts will be gathered together, and they will be poised to shake the world. To finish the quest for the artifacts, runners will have to...   [click here for more]
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Shadowrun: Elven Blood

Shadowrun: Elven Blood


Blood Will Out! Shadowrunners have a lot of rules, and each and every one of them can be overruled by the proper amount of nuyen. So when shadowrunners talk about “never trusting an elf,” that’s more of a bargaining position than anything else. Luckily for them, some elves have plenty of scratch they can use as a persuasive tool. And for the tasks they have in front of them,...   [click here for more]
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Shadowrun: Emergence

Shadowrun: Emergence


An Evolutionary Upgrade The Crash of 2064 ruined the lives of millions. Some died in the Matrix or went insane, many lost everything they owned, and still others found their identities completely erased. A small percentage changed into something altogether different, with the strange and inexplicable ability to affect the new Matrix with their minds. Now, in 2070, the existence of these technomancers...   [click here for more]
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Shadowrun: False Flag (Denver Adventure 2)

Shadowrun: False Flag (Denver Adventure 2)


The Angry Gaze The ruling powers of Sixth World sprawls are content to let the little people of their cities engage in all sorts of shenanigans and scheming so long as it doesn’t affect their master plans. But when the chaos gets too out of hand—or the little people start acting too arrogant—then those powers turn their angry gaze to the people they would rather ignore, and the everyday chaos...   [click here for more]
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Shadowrun: Firing Line

Shadowrun: Firing Line


Danger Zones! Shadowrunning can take you all sorts of different places and give you the chance to have all sorts of different guns pointed at you. Whether you’re exploring mysterious islands off the coast of Seattle, collecting bounties on the tightly guarded streets of Manhattan, or trying to survive the chaos and conflict in Bogotá, you’re likely to find yourself in trouble...   [click here for more]
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Shadowrun: Free Seattle (Adventure)

Shadowrun: Free Seattle (Adventure)


Power Play The Seattle sprawl is an iconic part of the Sixth World, and it’s about to take the next step in its evolution. Its mother country to the east, the UCAS, is flailing, and pressure is building for Seattle to make its own path and go independent. Lots of power players are trying to force the city’s hand one way or another, and lots of money is flowing to the shadows to help or hinder those...   [click here for more]
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Shadowrun: Ghost Cartels

Shadowrun: Ghost Cartels


A Bad Beat Rocks the Street The shadows are abuzz about the new drug in the sprawl: tempo. It takes the user on a unique trip, better than anything experienced before. Druggies can’t get enough of the stuff, and even beetleheads are giving it a shot. Tempo’s popularity shifts the balance of power between the syndicates and soon the blood and bullets are flowing. Ghost Cartels drops the runners...   [click here for more]
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Shadowrun: Hard Targets (Deep Shadows Sourcebook)

Shadowrun: Hard Targets (Deep Shadows Sourcebook)


THE CLOAK OF DEATH It’s thick. Luxurious. Concealing. The cloak of death will make you feared, envied, and maybe even wealthy. It will also smother your soul. The best assassins in the Sixth World can gain untold wealth and make the whole world shake, but they also will be hunted and stalked until the end of their days. Assuming their conscience doesn’t eat them alive. Hard Targets is...   [click here for more]
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Shadowrun: Horizon Adventure 2 Anarchy: Subsidized

Shadowrun: Horizon Adventure 2 Anarchy: Subsidized


The Backstab Slide The only shadowrunners in the world who don’t understand the importance of eliminating the competition are the ones who have already been eliminated by someone else. The Horizon Corporation wants its stable of music artists to sell a few more albums and its brain trust has decided that the best way to accomplish this is to move some artists at the top of the charts out...   [click here for more]
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Shadowrun: Lethal Forces (Adventure)

Shadowrun: Lethal Forces (Adventure)


The Price of Power Value is not a secret. When something is worth a lot of money, or conveys a lot of power, or both, people of the Sixth World know. They make it their business to know. That means that when you’re tracking down something with a lot of value, be cautious. You won’t be the only one after it. In Lethal Forces, Mr. Johnson comes along spinning tales about secret research...   [click here for more]
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Shadowrun: London Falling

Shadowrun: London Falling


Smoke & Shadows London—where the thick fog (sounds nicer than smog, doesn’t it) makes for some truly deep shadows. Every crooked street, every cramped building holds a secret or two, as well as a person or two who will go to great lengths to ensure those secrets are kept. There is, for instance, the dark secret of a minor noble who has not been seen in Parliament in months. And the researcher...   [click here for more]
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  Hard Sell: Negotiation game and system-agnostic module