97 avsnitt • Längd: 55 min • Månadsvis
A Shadowrun Actual Play running through the classic adventures from the golden era of the Shadowrun RPG.
The podcast Shadowrun: Origins is created by Opti. The podcast and the artwork on this page are embedded on this page using the public podcast feed (RSS).
Shadowrun Origins: Episode 96: Elven Fire 4
The team has been hired by Lone Star to prevent martial law in Seattle! Now they've extracted a certain nightclub employee who has some info the team needs. Let’s check it out!
Shadowrun Origins: Episode 95: Elven Fire 3
The team is meeting with Simon Johnson who has some info the team needs to prevent martial law in Seattle! Let’s check it out!
Shadowrun Origins: Episode 94: Elven Fire 2 We’re gonna get back to Elven fire, part two. The team met in Laubenstien plaza and are going to regroup back in Redmond. Check it out….
The Team is back from the CAS and it is time for some downtime, and then… we probably get a job… this one’s gonna be fun. Also, I’d like to welcome our next Guest GM, Mike Mesmer! Mike has been a shadowrun demo team agent for years, and has written some Shadowrun stuff over the years as well. He’s a very good friend, he even did the voice of Dr. Fail for those of you who remember those episodes of the Neo-Anarchist podcast. He’ll be running Elven Fire for us, so please enjoy it as much as we did!
It is the finale time for Extraction Factions as we put a cap on the team’s jaunt into the Confederated American States. Let’s boogie!
The comrades are in the CAS for a run, given by a familiar yet unsettling Mr. Johnson. They’ve scouted 3 locations so far for their extraction target, and they’ve still got some looking to do. Let’s check in.
You don’t get much farm action in the sixth world, but that is where our teams finds itself. Knee deep in the Confederated American States, let’s see where the country life takes them.
Back in the CAS for a job, part 4! Let’s check in on the team and see how their southern run proceeds!
What you need to know is that the team has been offered a job, by a former and familiar mr. Johnson, to head back to the Confederated American States. And in this episode, they’ll head off to their destination…
The team has met up with their new teammate Rocket, a southern gentleman elf, they are about to hear about a job offer from a familiar Mr. Johnson…
The team has received a call from a familiar source, and are headed to Matchsticks to meet not only to hear the job, but also to meet their new companion, Rocket.
Another downtime with the crew (or what's left of them). And with this episode, I’m happy to reintroduce Steven “bull” Ratcovich, who has been a guest GM with us before, but is now joining the crew as a member – an elven face who goes by the name Rocket.
With just a little help, the team has finally broken free and are now poised to make an attempt to escape from their captors who had previously kidnapped, beaten torturned and nearly killed them. They are hurt, pissed, and are in desperate need of… well, lots of things. But let’s see how, or if, they manage to get their freedom… This one may require tissues. FYI.
The team has been kidnapped, drugged, and tortured… But they may have found an unlikely ally in a child-like troll they’ve befriended. Well, maybe befriend ded is a strong word, but they are still locked up by someone who isn’t happy with them or their previous runs. Let’s see how things travel downhill from here.
The team has been kidnapped, drugged, and imprisoned… oh, an tortured. But I’m sure whoever did it had a good reason. Right? Like, torture can sometimes be an effective tool for interrogation, am I right? Wait… this just in… nope. Torture is always a dick move, Charlie…. Let’s see how the team uses their emotional tools to discuss their discomfort.
An off-beat detour, exploring even further into the past of the Sixth World (2048), through the eyes of teenagers and the game system of Misspent Youth. Ignore the fact that we said James (Jazz) returns. That doesn't mean anything.
The meet turned into an ambush, which the runners fled, straight into another trap. They were gassed and all succumbed to unconsciousness. Now, as they begin to wake up, we’ll see who or what is behind all this mess.
The meet didn’t go as expected and now the crew has to pivot. They are on the run from a fully formed ambush, and have decided to call the contact they were supposed to check in with after the run to perhaps get some clarity. While avoiding helicopters, bullets, and magic threats. Also, Jazz has been wounded.
It is Time for some downtime. That magical time between runs where anything can, and often does, happen. Let’s see what the teams is getting up to after the Loves run and the failed attempt to rescue T.
The work is done. The team is putting themselves back together, and now they are going to wrap things up and turn their attention to an absent teammate, the Troll called T. Let’s see what happens.
Opti is down, thanks to a grenade. The rest of the team isn’t doing so hot either. But the pressure is on and you know that’s when the team bands together. So let’s watch them work.
Our decker, Pixie Fire, is sitting in the office of Ehran the Scribe at a building belonging to the Young Elven Technologists. She was in the data store, looking for the goods when she was discovered! The rest of us are close by, not knowing what has happened. Let’s check back in with the others before finding out what happened to Pix!
Pixie Fire has done some digital recon and has some information for us on the job before us. To plant a virus, take something from Ehran’s study, and altogether give the Young Elven Technologists a black eye. Let’s see how they plan and execute the mission!
It’s party time at the home base of the Young Elven technologists. The team has made first contact and got passed around from fixer to Johnson until at last they have a job. They are gonna have to do some serious sneaking and hacking. Let’s let em get to it.
Last time, our heroic band of team people, including the newly added Blackwing, no not that one, got a tip to meet a fixer, Sandy, in a parking lot in Puyallup for a potential job. Now, they are on their way to get that job.
There’s a bit more downtime to go before hopping into our Next run, and this episode introduces a new cast member! I told you some changes were afoot. I hope you like Blackwing joining the cast as a regular team member! And also, a deepweed shortage. A dark time indeed.
Fresh off the Dragon Hunt job, our runners are due for some much-needed downtime. And they are gonna take it. So let’s see what shenanigans they get up to between last run and the next one…
When we last left our heroes… is that the right word? Sure. Heroes, they were in the middle of fighting lots and lots of corporate security guards. And I’m gonna be honest here, it isn’t looking good. Grenades and snipers and drain, oh my. I’m pretty sure death’s a coming for someone… let’s listen in…
The kids have are in the middle of a battle, for the 14th floor and the fate of the adult western Dragon Eliohann! Let’s see who wins!
Our lovely guest GM Rusty Zimmerman continues to lead us on the Dragon Hunt. We are in a van with the long sought-after Coint spinner and he's about to spill all the beans!
The team has taken out most of the guards at the safehouse, looking for the man known as Coinspinner, so they can get some info, any info, about their mysterious dragon boss. And now, two guards have taken the hostages hostage and are escalating things quickly! Let’s see how it goes…
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T have a lead on who they might talk to about getting to the bottom of the missing past of their draconic mr. Johnson. Yes, yes, they’ve heard the saying, never deal with a dragon, but they worked through the angst of that in part 1 of this run. Now, they stand outside of a safehouse, with some barely believable cover of being there to deliver a pizza! Slaughter in the safehouse starts now!
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T now stand outside the cobalt Marie, out of clues, but warned away from their job by the elf ganger Blackwing who threatened to blow up their van. But now, they’ve found a woman they recognize, and are going to see how they can help her...
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T have entered the cobalt marie, looking for clues and following up on a lead so they can find out more about the past of their mysterious draconic mr. Johnson. They aren’t dressed for it, but they’re going clubbing anyway.
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T will shortly remember that they only have one clue left: the mysterious cobalt marie. But before they get there… there is some stuff that happens. Let’s check it out.
Opti, Jazz, JR, Guard-a-Manger, Pixie Fire, and T have… befriended a chap named billy. A wannabe shadowrunner whose fixer, tosser, may be able to give them the next clue their looking for in order to recover the truth about their draconic Mr. Johnson’s lost past. SO now they’re headed to the Stuffer Shack in Redmond where Tosser is known to haunt. Let’s check in and see how well it goes!
The team is in the middle of business that has nothing to do with them, or does it? Will the bank robbery in progress at King Solomon’s mine, and the runner’s… odd choices… pan out for them or be a dead end in their quest to find out more about their mysterious draconic benefactor’s past?
The team is in Redmond at King Solomon’s Mine, where they can get a particular piece of Jewelry checked out, as the first part of their job for Dragon Mr. Johnson, and they’ve come across a robbery. Let’s see how they handle it!
Welcome back to Palmer, our audio wizard, and to Russell Zimmerman as our Guest GM for the second part of the classic Run Dragon Hunt. The team has headed to the nicer part of the Redmond to track down King Solomon’s Mine, where they can get a particular piece of Jewelry checked out, as the first part of their job to find out how the Dragon Mr. Johnson lost their memory and what their old life was like.
You are all in for a treat today! Russel "Rusty" Zimmerman, author of Shaken, Neat, Stirred, and a bunch of other Shadowrun goodness is stepping in to be our Guest GM for this classic Run called Dragon Hunt. I think you're gonna love it! So strap in for part one of Dragon Hunt...
It is a boring, dull, downtime, filled with references to cyberwear, easy rider, and an absolutely heaartbreaking window into how T views himself. Don’t get your hopes up.
Our group has infiltrated the Bavarian castle, shot the troll Baron, has eyes on the book they're supposed to steal, and now has to get back out again. Let's see if anyone dies! Stick around after the music stops for some banter and heartwarming group affirmations.
This is Part NEIN of the run we’re calling “Past.” Our runners have broken into a Bavarian castle and are now looking for the book of magic they are supposed to steal. Let’s see if they find it!
At the castle. Let's make a plan. Again.
The gang has to make a plan to infiltrate a castle and their time is running out. Let’s find out how it goes!
Opti is acting strange, the ears we stole a few runs ago are back and part of our current run, and we’re planning a castle invasion to grab an ancient demonic book. Just a normal day! Let’s hop in!
The team is on a bullet train headed to Munchausen, Germany to steal an old book, but they are running into trouble already! Why can’t they just get to the run already! We’ll find out who makes it out alive starting NOW!
The team has a job abroad and has taken off on flight to Germany. It's just a plane ride. What can go wrong?
The team is once again trying to head to a bar called After to get a job offer after some excitement prevented them from getting there last episode. And they make some preparations to head out of town!
This episode is the second of the run we’re calling “Past.” The team is headed to a bar called After to get a job offer after some downtime. Enjoy the show!
Bottled Demon is past and we’re gonna do some downtime and get into the first bit of the run we’re calling “Past.”
The finale of Bottled Demon. The team has stepped on the elevator to tangle with security and finish this thing up once and for all.
Opti wanted to keep the demonic artifact around a bit more, but the team wanted to deal with a dragon instead. So now let's see what the fallout will be...
So the crew wants to meet with a dragon calling itself Geyswain about an artifact, and they’ve got a lead that Trixie can lead them there.
Our guest GM RJ Thomas returns as we get back into bottled demon. The Mr. Johnson has been met – and attacked – and saved! Now, maybe we can get on with the making of the monies! Check in and find out!
This episode, we continue through Bottled Demon, so kick back and give your feet a rest while your earholes get tickled! Spoilers: There's a junkyard and a fight!
This episode, we have a guest GM, Rob, RJ, Thomas, prolific Shadowrun Author and all around good guy! He’ll be running us through an adventure called Bottled Demon. I hope you enjoy the heck out of it!
This episode, we have something different. It isn’t a run, and the rest of the team isn’t here. But Opti is going to take a special step and do something meaningful. Join us to find out what it might be!
The finale of our CAS adventure. See how (or if) we complete the run!
Part 3 of 4 of our little CAS adventure. In this episode, we plan!
Having just left on a plane headed down to the C.A.S., our runners on on a job for a mysterious Johnson and this job is taking them far from home… but not too far. Enjoy these hijinks, folks.
The next few episodes are off-beat, but I think you’ll love em.
Having just finished a run involving magical murder bugs, the team is now going to try, and fail, to relax before being called up for a run that is outside of their normal parameters. Literally.
Holy smokes! This is the finale of Missing Blood! Bugs, bugs, everywhere, and us without our pesticides. Hang in for one more episode to see how it all wraps up! Things may never be the same… I’ll be honest with you, things will probably be very similar to same, but you never know…
This is where things absolutely get bonkers. Yep, you heard that right. Things get cranked up an additional notch from the creeping horror that we’ve faced so far. As we open, Opti has been scanning the info dump and has found some earth-shattering conclusions. Enjoy this, chummers, if enjoy is the right word.
Continuing the missing blood adventure, the team has found strange things. Is the Universal Brotherhood not what they seem? A child-thing is dead in a crib? And as we open, Guard-A-Manger begins reading from a journal found at the grisly scene. You do not want to miss this.
Detective Bambra has been found and we kinda rescued him, kinda. Now it is time for introductions and to see what information we can get about Victoria and her missing blood necklace! A word of strong warning, everyone. This episode contains very graphic depictions of violence, demonic things, and creepy gross stuff. Those with sensitivity to certain creatures or who find violence to children disturbing, may wish to skip this episode. I want to offer explanations for all of those warnings, but that would spoil some things, so let me just say, if you are sensitive, please skip this episode, or skip the last half of it. The graphic depictions of violence are not related to the children and any implied violence happens off screen. With all those caveats, enjoy the ride.
When we left the gang last time, on the search for a mark and a piece of missing Jewelry, they had managed to not die in a confrontation while tracking down Detective Bambra. But I am sure more snooping and many more revelations are in the pipeline for today. So let’s get to it!
When we left off, The crew has been hired to track down a former mistress and a piece of jewelry. We spoke to a neighbor, went to see a Psychic, and discovered a connection to a detective Bambra. Let’s see where the rabbit hole goes next!
As we continue to delve deeper into the mysteries of Missing Blood, there is a necklace the team needs to track down and a jilted lover to find. It also appears the team has a few errands they want to get around to as well… so I guess the middle of a run is a good time for that stuff, right? Let’s check in and see how it goes!
Well, the team made it through the Association Para Nobilis and there is some downtime in store. Then we’ll move into a new run, called Missing Blood. I am so, so excited to introduce our first guest GM, Steven, “Bull” Ratkovich! Bull has been a huge part of the SR community for a very long time, and has written a ton for the game, as well as organizing SR mission play, especially seasons 4 and 5. Bull is a great friend, and I am excited to bring him in for our first guest GM slot. Bull is gonna be mean to us, I promise.
Things are about to blow up inside the Association Para Nobilis Headquarters. The team has managed to keep everything frosty up until now, but the APN leadership is bearing down on them, now. Let’s tune in and see how they handle the heat?
Things didn’t go as smoothly as anticipated when the team tried to infiltrate the Associateion para noblis HQ. Now, they make a new plan which will probably go bad, too...
We’ve been given a job. Infiltrate the Association Para Nobilis… and do come cutting. Opti has decided to slap on some fake ears and infiltrate. I’m sure everything will go smoothly. Let’s see if I’m right…
Downtime is over, time to head to Takuri’s and meet with a new Johnson called Charlie. This is gonna stretch the team’s morals after the Dreamchipper run. So let’s see how they handle it! Hates, episode 1, coming up!
Last time, our team got Sweet T some house, and this time, we get around to even more downtime with Pixie, T, and Jazz. I think everyone else is there, too. Let’s check it out!
Well, every run ends and then we have to decide what we do after its over. The Dreamchipper job is through and now we have to decide what to do with our money and our new pal T. Let’s check it out.
The team executes their plans and gets the respect coming to them. Or do they?
Dreamchipper, part 7: The team keeps driving towards the goal of getting the Dreamchips off the street, and meet a powerful new ally!
This is the Sixth part of the 1st edition run, Dreamchipper. When we last left our team, they were chasing down a group of shadowrunners slotting BTL chips that gave them the personalities of Ghengis Khan, Cleopatra, and Jack the Ripper. They are at a fancy Gala, and are getting ready to make their move. Cleopatra seems to be their target. Seems like this is gonna be a breeze!
This is the fifth part of the first edition run Dreamchipper. Last time, there was a bar fight, and the runners reached out to Freya, a mage who was involved in the heist that led to the chips being missing and our runners needing to find them. Freya informed the runners that there were three others who were slotting dreamchips that overwrote their personalities with those of Ghengis Khan, Cleopatra, and Jack the Ripper. Now, they’re gonna head to a gala and see if they can’t bring these fraggers down.
This is the fourth part of the first edition run Dreamchipper. Last time, the runners made some progress. They found the decker Tee-hee and his mentor Flair, and tracked down Freya who gave them quite a bit of information. Now they’re headed back to the Banshee to meet with Roxanne…
In this very special edition of Shadowrun Origins, the gang sits down to play a new game: Shadowrun Sixth Edition Box Set! Get your first taste of Shadowrun Sixth Edition right here, first! Before anyone else!
This is the third part of the first edition run called Dreamchipper. Last time, the runners roughed up a mook who was tailng them, met with Ms. Johnson, confronted a disgruntled slotter named Jr., and negotiated a super payday. Now its time to hit the street and track down some leads.
This is the second part of the first edition run called Dreamchipper. Last time, the runners were chosen for a job, they captured a spy, did some legwork. This episode, they’ll stop messing around and go to the meet!
This session, the crew starts a new run, the classic run from first edition called Dreamchipper. As you may or may not be able to tell, it involves chips – and not the lovely Mitshumana brand wasabi flavored soy chips I love so much, nah. Brain chips, chummers. I don’t want to spoil anything, so I’ll let you listen as the crew hops right from their downtime last episode into a run that anything but straight forward. Enjoy this!
Today, the crew finds itself with some amount of downtime before their next run. Let’s see what no-goodness they get up to. Also... someone possibly initiates for the first time.
This is the finale episode of the run we’re calling Physical, and the team has broken into Sylvan Information headquarters, and are looking around for the manuscript they need to steal. Last time, they managed to turn on the power to the elevator and step inside, all the while fearing for their lives because Seattle’s finest Lone Star cops have surrounded the building. Let’s check in on em…
This is the third episode of the run we’re calling Physical, and our team, including the Razorboi Chef Guard-a-manger, The orkish ans stylish rigger JR, the nova-hot elven decker pixie-fire, the Smooth talking human face Jazz, and Opti, the really overconfident dog shaman have broken into Sylvan Information headquarters, and are looking around for the manuscript they need to steal. Whatch them go...
This is the second part of the run we’re calling Physical, and previously, our stalwart sisterhood has made plans to infiltrate Sylvan Information headquarters, steal a manuscript written by Ehran the Scribe, and leave a nasty virus on the Sylvan computer systems. We’ve got as far as scouting the location and making some rudimentary plans for entry. Now, observe the execution of our entry!
Everything up until now has been prologue. Although our plucky group doesn’t know it yet, they are taking the first step towards meeting two of the most powerful forces in the 6th world, face to face. The true name of this run is hidden, as it will unfold over many runs, and will be interspersed with other classic runs. The next in the series are runs named Hates, Past, Loves, Counterstroke, Spiritual, Future, and Present. These runs are all tied together, and although you now know it, our runners do not!
The rescue is over and the team has some downtime to spend. What do they get up to when they aren't running the shadows? A short calm before the storms begin...
Previously on Shadowrun Origins, Opti, Guard a Manager, and pixie fire were busting JR and Jazz out of a Lone Star facility and they’ve reached daylight. Now, They’re headed into the van and are facing heavy opposition. Whatever could possibly happen next?
Opti, Guard-a-Manger, and Pixie-Fire have Jazz and JR busted out from Lone Star, but they still have to escape!
Opti, a not-quite streetwise human street shaman following the totem Dog, Guard-a-manger, a saucy human soux-chef who moonlights as a street samurai, JR – our sultry ork rigger, getaway driver, and dispenser of what passes for common sense with this group, Jazz – the slick, fast-talking human face who gets us into as much trouble as out of, and Pixie-Fire, our elven decker who is equal parts innocent, tough as nails, and competent. Mr. Johnson from the Arcology Podcast is our GM for today’s session, and when we last left off, Jazz and JR were in jail, and Opti, Guard-a-Manger, and Pixie Fire were in the middle of an escape attempt, and almost out of the building…
A brand new podcast for a bygone time. You've heard about the history of the Shadowrun universe from the Neo-Anarchist Podcast, now hear about the runs, adventures, and missions that formed it. Follow along with young Opti, Guard-A-Manger, JR, Jazz, and Pixie Fire as they get into trouble only pink mohawk runners can get into in the 2050s.
En liten tjänst av I'm With Friends. Finns även på engelska.