1. Good Eatin'
Mr Johnson has a problem. As the owner of a small-time food factory, competition is tight. And one of his competitors has perfected a new design technique that will completely ruin him in mere months, something Mr Johnson cannot allow to happen. His business has been handed down from parent to child for over a century, and he's got a family to feed, damnit!
So what he wants you to do is kidnap his rival, infiltrate the rival's factory without raising any suspicion or alarms (while carrying the rival) and drown him in the food vats, leaving him there for the health inspector to find the next morning. And you've gotta make it look like an accident. Managing to steal the new technique would make for a nice bonus, but Mr Johnson would be satisfied with simply ruining his rival's business.
2. Breaking the Wishbone
A very rich client (aka spoiled rich bitch) is offering good money if you ruin her rival's high society event. There's just one problem - said rival is a genuinely good person, and the event is a charity event for Cyberpunk Make-A-Wish Foundation. A hilariously black hat run with a variety of ways to make sure the little kiddies never get their puppies. And life-saving medicine. At least you'll have your money, right?
3. Combined Arms
Knight-Errant has hired you to crack down on a local gang, and achieve a minimum of 25 kills in the process. Said gang has begun to metamorph from a mere protection racket to a genuine security company, and they've got a surprisingly good reputation among disenfranchised Metahumans. Knight-Errant doesn't appreciate the competition, and wants them stamped out. A simple albeit morally dark run, right?
Well, there's just a couple of complications. First, a Wild Star double agent within Knight-Errant has informed the gang that you're on the way, so they're completely ready for you. Second, some of the people the gang has been protecting have heard about the attack, and unbeknownst to everyone have set up shop around the gang's base with sniper rifles, though they don't know about the Shadowrunners that KE have hired. Finally, there are only 21 people in the gang. "But wait, I thought we were supposed to kill 25 people, right?" Well, thats very true. Its just that Knight-Errant plan for your team to be the last four, letting them place all the blame for the gang's killings at your feet while getting all the glory. And of course they've got the building completely surrounded.
So the question is, how the hell are you going to get out of this job alive? And to make matters worse, you're almost certainly not getting paid for this shit...
4. Foster's Clock
The final mission of the first act. You're contracted to sneak into an Ares facility and retrieve a loosely guarded item, a rather unique clock. Its so unimportant that Ares would probably just let you walk right out of there with the damn thing. Sounds fine, right? Total milk run.
Things get complicated when you learn that there's a second Shadowrunner team infiltrating at the same time. Then even more complicated when you learn that a group of fucking Tir Ghosts are in the building too, with the intent of killing everyone in the building. Then the other team fucks up and sets off the alarms, sending Ares security into a frenzy.
And THEN the reason why the Tir Ghosts are there in the first place, some fucked up magical experiment, goes haywire and suddenly the entire building is filled with angry Spirits trying to kill everyone. The rival Shadowrunner team is completely wiped out with the exception of one man (Loki), who promptly teams up with you for survival and afterwards joins you on a more permanent basis.
Finally, Kugai walks out of the hole in reality left in the basement and, after wandering around killing everything he can find, ends up between you and the exit. He's the final boss of the module, and once you beat him the act ends.
5. Out Of The Dark
Ely is the hottest new trid-pop sensation, but she's got a problem. She's got a stalker thats been following her all across the world for months now, some creep of an Ork. Ely's father, the wealthy CEO of a rather influential megacorp, is offering a LOT of money if you ensure his daughters safety and make sure the Ork never bothers her again. So you get to follow her around for a couple of days, slowly piecing whats going on together. Though for most people they'll settle on an answer when they find the stalker Ork's apartment, which is intensely creepy - the walls are covered in shots of Ely and there's a lot of notes about the awful things he'll subject her to if he catches her.
But here's the twist: The Ork isn't just any stalker. He's a veteran Shadowrunner with a lot of infamy to his name - and as it turns out, Ely's his partner in crime, providing the muscle to his brains. Or rather she was, before her megacorp father found out about her little exploits in the Shadows and had her...retrieved. He hired a lot of skilled mages to fuck with her memory of being a Shadowrunner, and while this left her a little bit loose in the head all that matters is that he's got his little baby back. The Ork found out what happened to her soon enough, and has spent the last few months pulling all kinds of favors to find a way to get her back to the person she once was - and he's just about ready to make his move.
The dilemma here is whether you want to do the job you're paid for, or help your fellow Shadowrunners out of a bind. There's a LOT of money on offer if you just do your job, but having a pair of veteran Runners in your debt might just make up for that loss...
6. Biker Trolls From Montreal
First mission of the second act. Loki wants you to rescue his adopted daughter from some megacorp's lab, and is putting his lifes savings on the line. The problem is, in the process of this Run you stumble across something much bigger than you expected - a project to design the 'Perfect Man', of which Nirvana is an integral component...
7. White Hat
A white hat run where you're hired to act as security for Aztechnology against a group of rival Shadowrunners. The only problem is, you don't know when they're gonna hit, so for a few days you get to live the life of a security guard. You get to socialize a bit, and through some decisions you can shore up defences (or sabotage them because fuck the Azzies) for when the shit finally hits the fan.
That day, the Shadowrunners learned the true terror of the Rocket Decker-Adept.