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  • Queen Euphoria
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  • Released: 1989 Author: Stephan Wieck ISBN: 1-55560-117-0 Pages: 72 Edition: First Status/Availability: in print/uncommon Plot: Queen Euphoria is actually two adventures, one right after the other. In the first, the PCs are hired to abduct simsense star Euphoria and keep her hostage for a few days so that she'll miss some important promotional dates. Nothing much happens here, and the main action is in the actual kidnapping itself, and in one rescue attempt the PCs hopefully fend off. In the second part of the adventure, the company which had Euphoria under contract has found out that the PCs were responsible, and hires them to find Euphoria as a way to make good for what they did earlier—she's been kidnapped again, this time by an insect shaman who wants to make her the host for his Queen
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  • Released: 1989 Author: Stephan Wieck ISBN: 1-55560-117-0 Pages: 72 Edition: First Status/Availability: in print/uncommon Plot: Queen Euphoria is actually two adventures, one right after the other. In the first, the PCs are hired to abduct simsense star Euphoria and keep her hostage for a few days so that she'll miss some important promotional dates. Nothing much happens here, and the main action is in the actual kidnapping itself, and in one rescue attempt the PCs hopefully fend off. In the second part of the adventure, the company which had Euphoria under contract has found out that the PCs were responsible, and hires them to find Euphoria as a way to make good for what they did earlier—she's been kidnapped again, this time by an insect shaman who wants to make her the host for his Queen spirit. After some (fairly simple) investigating the PCs discover where he's hiding out, and it all ends in one big firefight where the hive is reduced to rubble (or the PCs are :) but in which, unfortunately, Euphoria can't be saved. Queen Euphoria is the first appearance of insect shamans in Shadowrun as far as I know. Thoughts: A pretty good adventure, especially for players (or characters) who haven't encuontered insect spirits before. The first part is pretty simple, and the second part is also straightforward, but still it's good fun and if played up sufficiently by the gamemaster, the ant spirits can make players want to avoid them at all cost in the future. By the way, my advice is to pretend to the players that the run is completely over after part 1—hand out Karma, let them relax, buy stuff, etc., and only then start part 2. Similar Products: Mercurial, Missing Blood, Super Tuesday! Survey Rating: 7.1 (21 votes) Note: This book was originally numbered 7205, a number now taken up by The Universal Brotherhood. The reviewed copy has a sticker on it saying "REVISED STOCK # 7304" as does another copy seen by this reviewer. However, a third copy has the revised stock number printed on the front cover, but says "7205" on the spine. It's been put into the 7300-series here because it's clearly an adventure. Tapeta
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