CPR One Shot - Special Delivery Ver3.0 (Colored)
CPR One Shot - Special Delivery Ver3.0 (Colored)
CPR One Shot - Special Delivery Ver3.0 (Colored)
AN UNOFFICIAL ADVENTURE BY
Credits
Author: Emanuel “Mr. Stidz” Garcia • Map Designer: Valstoys
For more adventures, go here: www.patreon.com/mrstidz. For more maps, go here: www.patreon.com/valstoys
A WORD TO THE GM
You must understand the Cyberpunk Red Combat Rules to run this one shot. Different terminology, abbreviations,
and wording will be used from the Core Rulebook. There is also mature language used throughout the adventure…
this is Cyberpunk after all.
This adventure will need little preparation to provide enough detail to the players for a rich experience. Please
see below for important details found throughout the adventure.
This adventure is organized in three parts where the PCs can explore and complete encounters. This does not
mean that they cannot explore other areas of Night City.
There you’ll find free content from templates, DLCs, NPCs, settings, and more. For rulebooks and other products
by RTG, go to their store on the website.
The PCs will get in contact with Collar, a local fixer LOCAL AREA GOSSIP
that requires a few edgerunners. Once the PCs meet
Collar, he will then explain a simple trade that needs • Collar has gone through every local bar or
to be done at Club Atlantis. club asking about interested parties in
partaking in this job.
The PCs must deliver a chip to the club and make the • Bartenders are aware of Collar’s job. No one
trade with Trucker. To everyone’s surprise, lawmen is biting due to the lack of information from
are on the prowl and are looking for Trucker. The the chip. But they won’t mention that.
lawmen received details that a murderer is roaming • They’ll mention his location: Condominio De
around the club. Los Cielos, apartment 17C.
• The pay is nice… for a newcomer. If you
Once the PCs realize that the lawmen are looking for want to get your feet wet, this is your gig.
Trucker, they have no choice to make a run for it.
They all get in their vehicles and burn rubber to the POSTED FLYERS
Combat Zone.
• Collar will be posting simple, and kind of
Towards the end of the chase, the lawmen’s AV gets scam-looking, flyers in the local area.
blown up, crashes the side of a building, and causes • These flyers can be found as well in the
mayhem nearby. The PCs find themselves between lobby area of the condominium that he is
two groups of boosters. Will they keep going or stay staying.
for the show?
BACKGROUND
Collar received a job from a double agent that works
at Militech, which he is unaware of. The details were
to decrypt the data inside the chip and send it back
to the mysterious contact’s courier. If the job was
done within a few days, Collar might get lucky and
get a follow-up job.
• Logo of Militech with a list underneath with • Roll 1d6, or choose, to determine what
classified information. encounter occurs:
• A list containing a variety of blueprints that o 1 – 2: Four boostergangers will head
are ready to manufacture. towards the PCs car and start asking
o Exotic Weapons questions like: “What you are doing
o Unique never-before-seen weapons here?” and “What are your plans
and armor tonight?”
• Dozens of accounts ready to access to o 3 – 4: Two boostergangers will
obtain personal information, bank accounts, attempt to blow the PCs car’s tires.
and more from Militech employees. They will continue to shoot until they
are successful in stopping the car.
Once the PCs attempt to hack the chip once and fail, o 5 – 6: Two boostergangers will stand
they cannot attempt it again. They’ll need someone in the way of the PCs and ask for a
else experienced in Netrunning to attempt to hack it. fee to pass through.
QUICK GM TIP! Make sure to have the PCs roll a Drive Land Vehicle
Check (DV11) if they attempt to sprint off or do any
Have ready a music playlist with different songs that maneuvering with their vehicle.
would set the mood in Night City. Have this as the
radio station in the car. This can also play a vital role Once the PCs are nearby The Glen, read, or
as you pass by the Combat Zone. paraphrase, the following text:
It’s night and day entering the Glen from Heywood, cleaner
streets, more lawmen presence, and more life. This all
sprouted after what happened in 2023. Corporate execs
scurried their way to the south during reconstruction.
• The PCs can attempt to conceal their A. Storage Room: adjacent to the entrance.
weapons with a Conceal/Reveal Object Contains four poor-quality weapons stashed
Check (DV12). away.
• No bags or briefcases can be carried inside B. Elevators
the club. C. Dance Floor
• There will be a line to get in with an D. Bar: there will be two bartenders attending
approximate wait time of 15 min. The PCs customers.
can attempt to persuade someone to cut in, E. NET Accesses: there are two accesses on
Persuasion Check (DV10). this floor. There is one near the stage and
another in one of the offices, a laptop.
Make sure to have the bouncer roll a Perception F. Stage: Phoenix Rise is playing electro-rock
Check to see if PCs concealed any weapons. and techno. There are two members:
Righteous, the singer, and Axel, the drone
drummer.
G. Lounge Areas
H. Offices: this is an area for fixers and mercs
sealing a deal or for VIPs. There are two
located near the stairs.
Here is an easy-to-use car chase mechanic: Here are some DVs for certain actions:
• There are two categories: the chasers and • Driving through light traffic = DV10
the escapee. In this scenario, the lawmen • Driving through heavy traffic = DV12
are the chasers, and the PCs are the • Driving into a sharp turn = DV13
escapee. • Maneuvering a bootleg turn = DV17
• As a rough estimate, the GM must determine • Maneuvering a swerve = DV13
the distance between the chaser and the • Maneuvering a fake turn = DV14
escapee after the first mile. • Doing an Emergency stop = DV13
o Once the distance is set, that will be
your starting position of the car Once the PCs have reached the Combat Zone, read,
chase. or paraphrase, the following text:
▪ Each square on a car chase is
10 m.
o You can lay them out using either the You take a quick turn on this street and you hear something
cards, miniatures, or VTT tokens. whizzes you by, like a firework. Up ahead, you see a row
of cars and a group of gangers blocking the way. Moments
Here is the sequence that should be taken during a later, you only hear your car’s engine going then
car chase: suddenly… BOOM! A loud explosive goes off behind you.
A bright flash blinds you for a second. You get a quick
1. The escapee will be first on the initiative glimpse from the rear-view mirror and see a fiery AV-4
order and the chasers come next. crashing into the side of a building and lands 20 m behind
2. Does not matter if the driver attempts to do a you. You notice more gangers are coming up from the
maneuver or just drive straight, all drivers south.
must roll a Drive Land Vehicle Check.
a. The DV will change depending on the
action done.
BACK
Collar’s Flyer
Use this as a handout to the players. This will lead them to Collar’s apartment and eventually start the gig.
G
G G
B
D
A
F C
E D
G H
G H
To 2nd Floor
E
The club will be filled with people dancing, drinking, and mingling with others. Anyone walking through the club
will have to go through a crowd of people. Keep in mind that Trucker is located on the second floor.
To 1st Floor B
C
A A
C C
Crashed AV-4
Unlike the NPCs shown in the Core Rulebook, these are similar to the Trauma Team member's stats that contain
Combat Numbers. There are two additional bonuses: Will and Intelligence. These bonuses are used mainly for
Perception, Concentration, Resist Torture, Gambling, and similar skills. The Combat bonus is used for shooting,
melee, initiative, dodging, and similar skills during combat. Having these bonuses completes an NPC, whether
you want them to be throwaway bad guys or in-depth characters.
These cards also have a short description of looks, quirks, and secrets. These are handy during roleplay and
even in combat, when you want to use one of your cyberware or show off a certain scene.
If the PCs abandon the job and take Collar’s chip or let the NCPD take Trucker with no resistance, the PCs will
have a hard time getting around the next few days. Collar will hire mercenaries to eliminate the PCs. Collar’s
mysterious contact will enforce this method and retrieve the chip.
ACKNOWLEDGMENTS
Thank you to everyone that left a comment or messaged me directly for their feedback and thoughts! Every
comment counts and I’ll make sure to read them as they come in. So please, if you have any additional feedback
or comments about this adventure or anything related to it, please go to poluspr.com or visit one of our social
media pages. Thanks again!
Thanks to Valstoys for their contribution in creating custom maps for this adventure! Please check them out
here for more awesome maps: www.patreon.com/valstoys
Version 1.1 – Replaced red block design from page 1. Created a new section: “Changes”. Page 13.
Version 2.0 – Rewritten adventure for a more streamlined experience, NPC descriptions were changed to NPC
Cards with shorter descriptions and added stats, Changed font design and size from 11 to 12, Added Vehicle
Cards for ease of use, Added a Cover Page, Added a Table of Contents, Reorganized document in chapters,
Redesigned document with consistent artwork.
Version 2.2 – Added a Credits page, Added Maps from Solution Maps, Added “A Word to Artists and Players”
section, Tweaked the Table of Contents, Tweaked the wording in some areas, Tweaked layout design,
Version 3.0 – Added custom battle maps from Valstoys, Changed Layout design, Edited errors and removed some
bolded words, Changed “Credits” section to “Acknowledgments”, Added a new section “CHECK OUT MORE OF
OUR ADVENTURES”, Redesigned Netrunning Architectures, Added a BACK button to go back to the Table of
Contents, Added hyperlinks to the Table of Contents