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Shadowrun Legends: Find Your Own Truth: Shadowrun Legends, #3
Shadowrun Legends: Just Compensation: Shadowrun Legends, #10
Shadowrun Legends: Never Deal With a Dragon (Secrets of Power, Volume 1): Shadowrun Legends, #1
Ebook series30 titles

Shadowrun Legends Series

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About this series

CREATURES OF THE NIGHT…

 

When Rachel Meyer's boyfriend Warren Storey is abducted by a mysterious party, she hires shadowrunners to find him and bring him back.

 

But the runners uncover a plot by one Doctor Oslo Wake to transform all metahumans into the walking dead. Wake is developing a new strain of the virus that still causes vampirism, and Warren has become a test subject to create these unstoppable creatures. If Rachel is going to save him, she'll need help from even more powerful people than the runners she hired.

 

Enter Martin de Vries, vampire—and vampire hunter. Along with the secretive family Warren was hiding from her, Rachel, Martin, her shadowrunners, and a high-powered strike force launch an all-or-nothing assault on the fortified underground laboratory where Warren is being held captive. But the secret hidden there is even worse than Rachel and Martin feared…and if it gets out, it could mean the end of the world…
 

LanguageEnglish
Release dateApr 9, 2016
Shadowrun Legends: Find Your Own Truth: Shadowrun Legends, #3
Shadowrun Legends: Just Compensation: Shadowrun Legends, #10
Shadowrun Legends: Never Deal With a Dragon (Secrets of Power, Volume 1): Shadowrun Legends, #1

Titles in the series (41)

  • Shadowrun Legends: Never Deal With a Dragon (Secrets of Power, Volume 1): Shadowrun Legends, #1

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    Shadowrun Legends: Never Deal With a Dragon (Secrets of Power, Volume 1): Shadowrun Legends, #1
    Shadowrun Legends: Never Deal With a Dragon (Secrets of Power, Volume 1): Shadowrun Legends, #1

    WHERE MAN MEETS MAGIC AND MACHINE... The year is 2050. The power of magic and the creatures that accompany it have returned to Earth, existing uneasily beside the amazing cybernetic advances created by massive megacorporations. For Sam Verner, living in the womb of the Renraku conglomerate was easy, until his sister disappeared and reality began to disintegrate. Now Sam wants out, but to escape, he must face the world of Shadowrun...

  • Shadowrun Legends: Find Your Own Truth: Shadowrun Legends, #3

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    Shadowrun Legends: Find Your Own Truth: Shadowrun Legends, #3
    Shadowrun Legends: Find Your Own Truth: Shadowrun Legends, #3

    DESPERATE TIMES... He was only a "beginner" shaman, but Sam Verner had to find a cure to break the curse on his sister. Only something of great magic would do the trick. His quest took him to a mystical citadel in Australia, where, with the aid of his shadowrunner friends, he recovered the strange artifact he hoped would prove helpful. DESPERATE MEASURES... But instead of anything that even remotely resembled help, an unexpected and ancient terror was released—a terror that erupted into a shadow war for dominion over an awakened Earth. And while the evil kept growing, inexorably drawing him into battle, the curse's power over his sister was also growing, bringing her closer and closer to death. Soon a truly desperate Sam realized that the last and only hope for saving his sister was to find the greatest shaman of the Sixth World, former leader of the Great Ghost Dance—a man who may no longer exist...

  • Shadowrun Legends: Just Compensation: Shadowrun Legends, #10

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    Shadowrun Legends: Just Compensation: Shadowrun Legends, #10
    Shadowrun Legends: Just Compensation: Shadowrun Legends, #10

    WASHINGTON IS BURNING!  Andy is happy as a shadowrunner wannabe, but when he accidentally gets involved with real runners, the game of Let's Pretend is over, along with his safe corporate life. Andy's half-brother, UCAS Army Major Tom Rocquette, has some doubts about what he's involved with, too. Why, for example, is he being ordered to mercilessly massacre the Compensation Army, a group that, like him, only seeks justice?  Andy and Tom, along with runners Markowitz and Kit, are finding out things that could put many lives in danger and point to a sinister web of dirty politicians, dishonorable officers, and misused tech and magic—a conspiracy that could dismantle the UCAS government! Can Andy and Tom find enough evidence to prove it—and stop it—before the nation's capital is buried under a heap of bloody corpses?

  • Shadowrun Legends: Striper Assassin: Shadowrun Legends, #6

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    Shadowrun Legends: Striper Assassin: Shadowrun Legends, #6
    Shadowrun Legends: Striper Assassin: Shadowrun Legends, #6

    PREY FOR THE HUNTER… The world of humans knows her as Striper, the deadly Asian assassin and martial artist. She has come to the City of Brotherly Love seeking revenge, and made it her killing ground. But she is not the only predator stalking the dark underbelly of the Philadelphia metroplex. There are other hunters prowling the night, and some possess power even greater than hers. Some may even want her dead. When the moon rises full and brilliant in the dark night, the bestial side of her nature battles for dominion, demanding vengeance and death. Who will survive? Who dares to hunt the hunter?

  • Shadowrun Legends: Shadowplay: Shadowrun Legends, #7

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    Shadowrun Legends: Shadowplay: Shadowrun Legends, #7
    Shadowrun Legends: Shadowplay: Shadowrun Legends, #7

    AN UNLIKELY PAIR… Sly is a shadowrunning veteran. She's survived more missions than she cares to remember, and has the physical and emotional scars to prove it. But no matter how violent it became, it had always been business as usual. Until now. Falcon is a kid. He thinks he hears the call of magic, and the voice of one of the Great Spirits seems to whisper in his ears. He's come to the urban jungle of Seattle to seek his calling. Thrown together, veteran and novice, Sly and Falcon find themselves embroiled in a deadly confrontation between the world's most powerful corporations. And if it's not stopped, this conflict could turn to all-out warfare, spilling out of the shadows and into the streets…

  • Shadowrun Legends: 2XS: Shadowrun Legends, #4

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    Shadowrun Legends: 2XS: Shadowrun Legends, #4
    Shadowrun Legends: 2XS: Shadowrun Legends, #4

    2XS, THE HALLUCINOGENIC CHIP OF CHOICE… To Excess—that's how they say it on the streets…before it destroyed their minds. Private detective Dirk Montgomery thinks he knows those streets. He's watched the change with the world, as the powers of magic grow and alter the balances of power. He thinks he understands even the deepest shadows and the darkest of hearts. He is wrong. Now there's something out there beyond his understanding. Something foul and alien. Something that will consume even the most wary soul. And if he's not careful, even Dirk's...

  • Shadowrun Legends: Choose Your Enemies Carefully: Shadowrun Legends, #2

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    Shadowrun Legends: Choose Your Enemies Carefully: Shadowrun Legends, #2
    Shadowrun Legends: Choose Your Enemies Carefully: Shadowrun Legends, #2

    DANGER AND DECEIT ON UNFAMILIAR STREETS... When Magic returns to the Earth, its power calls Sam Verner. As he searches for his sister through the slick and scary streets of 2050, his quest leads him across the ocean to England, where druids rule the streets...and the throne. But all is not what it seems, and Sam and his new shadow friends are plunged into a maze of madness on the trail of destruction.  Only when Sam accepts his destiny as a shaman can he embrace the power he needs. But what waits for him in the final confrontation of technology and human flesh is a secret much darker than anything he had previously encountered in the shadows...

  • Shadowrun Legends: Changeling: Shadowrun Legends, #5

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    Shadowrun Legends: Changeling: Shadowrun Legends, #5
    Shadowrun Legends: Changeling: Shadowrun Legends, #5

    OUT ON THE STREETS…   By 2053, the return of magic to the world has filled the streets of Chicago with beings and creatures from mythology. For those in the politically dominant mega-corporations, the underworld, and everywhere in between, it is a time of chaos and wonder—and incredible opportunities ripe for the taking.   For fifteen-year-old Peter Clarris, transformed by his Awakened genes from a human into a troll, the forces of magic are a curse to be broken with science. Torn from the comfortable biotech fast-track of his childhood, he becomes a pariah, shunned by friends and strangers alike. Now, living among the outcasts—the underclass of orks and trolls, the criminal societies of gangsters and shadowrunners—he grows up pursuing the elusive means of controlling his own genes, and ultimately his own destiny.   But the Windy City's shadows are dark and deep, and when Peter comes across a real chance to fulfill his dream of reversing the change that was forced upon him, it may cost more than he's willing to pay—before he's through, it may cost him his life…  

  • Shadowrun Legends: Night's Pawn: Shadowrun Legends, #4

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    Shadowrun Legends: Night's Pawn: Shadowrun Legends, #4
    Shadowrun Legends: Night's Pawn: Shadowrun Legends, #4

    WHEN THE HUNTER BECOMES THE HUNTED... For years, Jason Chase was at the head of the pack, shadowrunning with the best in the business. When time dulled his flesh and cybernetic edge, he knew it was time to get out, or get dead. Now, his past has come back to haunt him. To protect a young girl from the terrorists who want her dead, Chase must rely on his years of experience, and whatever his body has left to give. And everything he's got, he'll need as he comes face-to-face with a part of his life he thought he'd left behind, and an enemy left for dead.

  • Shadowrun Legends: Never Trust an Elf: Shadowrun Legends, #5

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    Shadowrun Legends: Never Trust an Elf: Shadowrun Legends, #5
    Shadowrun Legends: Never Trust an Elf: Shadowrun Legends, #5

    DANGER AT EVERY TURN... In the magically active world of 2053, some say dragons are the most powerful beings on Earth. Certain elves disagree with that belief in the strongest, most violent terms. An ork in the Seattle ghetto. Kham usually worries about more mundane problems, as day-to-day existence is tough enough. But all that is about to change. Drawn into a dangerous game of political and magical confrontation, Kham not only learns to never deal with a dragon—he also discovers that trusting an elf may kill you even faster...

  • Shadowrun Legends: Burning Bright: Shadowrun Legends, #9

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    Shadowrun Legends: Burning Bright: Shadowrun Legends, #9
    Shadowrun Legends: Burning Bright: Shadowrun Legends, #9

    SPARE NO EXPENSE… MISSING: Mitch Truman, heir apparent to an entertainment megacorporation. He may have fled his parents for the sake of love, but if magic is involved, the reason could be darker... WEALTHY: Daniel Truman, CEO of media giant Truman Technologies, doesn’t care how much it costs—he wants his son back. He'll hire the best to find his heir, even if their motives are suspect... EXPERIENCED: Kyle Teller's done this job before. He knows the tricks of the trade, and not only because he’s a mage. He thinks finding the missing boy will be easy. Why shouldn’t it be? But will money, magic, and experience be enough to defeat the terrible power growing beneath Chicago?

  • Shadowrun Legends: Dead Air: Shadowrun Legends, #11

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    Shadowrun Legends: Dead Air: Shadowrun Legends, #11
    Shadowrun Legends: Dead Air: Shadowrun Legends, #11

    DEATH AT 150 KPH… It's fast and furious inside the Combat Biker maze, where armor-plated hogs and juiced-up rice grinders blast, pound, and pummel each other for points. But it's just barely up to speed for Jonathon and Tamara, two elven bikers at the head of the Los Angeles Sabers. With a simsense link between them that allows them to act virtually as one, they're been tearing up the league and making headlines. But all that changes when Tamara takes a brutal hit from the cyberspurs of Dougan Rose, lead linebiker for the New Orleans Buzzsaws and the most respected player in the league. When Tamara gets slammed, Jonathon's out for revenge. But it isn't going to be easy. Because there's a lot more to this sabotage than meets the eye - and if the megacorp agents, simsense industry operatives, and hostile mages don't kill him, the truth probably will....

  • Shadowrun Legends: Fade to Black: Shadowrun Legends, #8

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    Shadowrun Legends: Fade to Black: Shadowrun Legends, #8
    Shadowrun Legends: Fade to Black: Shadowrun Legends, #8

    LOYALTY. HONOR. REPUTATION. In 2055, Newark is an overcrowded urban nightmare populated by hordes of SINless indigents living in abject poverty. Violence is rampant. Brutal gangs and vicious criminals control many sections of the city like feudal lords. Amid this harrowing landscape, Rico gathers his team: Shank, Thorvin, Piper, and the eccentric shaman known as Bandit. The job is to free a man from a corporate contract that is the moral equivalent of slavery, but that's only the beginning. The runners' diverse skills and talents are soon put to the test. Rico's challenge is to keep the team alive as they sort through a maze of corporate intrigue and misdirection, but without discarding their honor, for without honor a man is nothing. Honor alone distinguishes a man from the ravaging dogs that roam the streets, and as the runners soon learn, the price of honor is high.

  • Shadowrun Legends: Lone Wolf: Shadowrun Legends, #10

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    Shadowrun Legends: Lone Wolf: Shadowrun Legends, #10
    Shadowrun Legends: Lone Wolf: Shadowrun Legends, #10

    BLOOD AND MAGIC… …rage in the streets of Seattle. The shift of a few blocks of gang turf costs lives, innocent and guilty, silenced forever and then forgotten in the city's deepest shadows. Lone Star, Seattle's contracted police force, fights a losing battle against the city's newest conquerors—the gangs. From his years of undercover work, Lone Star officer Rick Larson thinks he knows the score. The gangs rule their territories by guns and spells, force and intimidation, and it's the most capricious of balances that keeps things from exploding into all-out warfare. Inside the Cutters, one of the city's most dangerous gangs, Larson is in a prime position to watch the balance, react to it, and report to his superiors. But when the balance begins to shift unexpectedly, Larson finds himself not only on the wrong side of the fight, but on the wrong side of the law as well…

  • Shadowrun Legends: Worlds Without End: Shadowrun Legends, #7

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    Shadowrun Legends: Worlds Without End: Shadowrun Legends, #7
    Shadowrun Legends: Worlds Without End: Shadowrun Legends, #7

    NO ONE HAS EVER SEEN ANYTHING LIKE THIS… Aina remembers the world of centuries ago—she was there. Now she's here in the Awakened era of shadowrunners and simulations, magic and metas. And she may have brought an old nemesis with her... This new evil is as ancient and powerful as time. It does not bend before assassins, megacorps, shamans, or dragons. Aina, Harlequin, and their fellow immortal elves might have the power to stop it...but will she be able to convince them to join the battle before it’s too late?

  • Shadowrun Legends: Stranger Souls (The Dragon Heart Saga, Vol. 1): Shadowrun Legends, #13

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    Shadowrun Legends: Stranger Souls (The Dragon Heart Saga, Vol. 1): Shadowrun Legends, #13
    Shadowrun Legends: Stranger Souls (The Dragon Heart Saga, Vol. 1): Shadowrun Legends, #13

    DEATH OF A DRAGON...   Dunkelzahn the dragon's election as President of the United Canadian American States promised the dawn of a new era. But the hopes of a nation disintegrate with the powerful explosion that assassinates him. On that same fateful evening, Dunkelzahn's most trusted special agent, Ryan Mercury, is on a secret mission of great urgency involving dangerous magic. And only a miracle can save the world from total destruction...   In this first book of the Dragon Heart Saga, Dunkelzahn's murder shocks the Awakened World. Rumors and suspicions run rampant as shadowrunners, Secret Service agents, and megacorp execs scramble for the now loose reins of power, and set off an epic new adventure...

  • Shadowrun Legends: Blood Sport: Shadowrun Legends, #15

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    Shadowrun Legends: Blood Sport: Shadowrun Legends, #15
    Shadowrun Legends: Blood Sport: Shadowrun Legends, #15

    LET THE GAMES BEGIN Mama Grande streaked through Leni's life like a bad dream. She arrived out of nowhere, claiming to be the ex-Lone Star detective's grandmother. She prophesied rivers of blood and an earth in flames. But her murder was even more bizarre: she died at the hands of two Yucatán missionaries hiding a secret of the Gods.  With combat biker wannabe Rafael in tow, Leni dives into Mama Grande's past...and hurtles into the dark heart of Aztlan - where human sacrifice is all the rage, and where ancient ceremonial games could trigger the end of the world. Are they crazy cultists of true harbingers of doom? The closer Leni and Rafael get to the answer, the nearer they move to the brink of oblivion. Either way, their futures could be cancelled....

  • Shadowrun Legends: House of the Sun: Shadowrun Legends, #14

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    Shadowrun Legends: House of the Sun: Shadowrun Legends, #14
    Shadowrun Legends: House of the Sun: Shadowrun Legends, #14

    THE BRIGHTER THE LIGHT… Dirk Montgomery, former Lone Star cop turned shadowrunner, knows the dark byways of Seattle and the city of Cheyenne. He knows when to take chances and when to take cover. But when a megacorporate exec demands payment of an old debt, Dirk finds himself where the familiar rules don't apply anymore. THE DARKER THE SHADOWS… The Kingdom of Hawai'i is a tropical playground...with a sinister underside. Dirk must navigate its treacherous paths as he tries to stay one step ahead of all the factions battling to control the islands: the megacorps, the government, the rebels, and the yakuza. Not to mention dragons, elves, new friends...and old enemies.

  • Shadowrun Legends: Technobabel: Shadowrun Legends, #15

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    Shadowrun Legends: Technobabel: Shadowrun Legends, #15
    Shadowrun Legends: Technobabel: Shadowrun Legends, #15

    A MEGABYTE BLOW-OUT IN 21ST CENTURY BOSTON He awoke in a body bag, his brain fried, a black hole where his memory should be. If not for the cool carbon-fiber blade concealed in the bones of his arm, he would've been dead for sure. But Michael Bishop—a.k.a. Babel, messiah of the Matrix—is back in the game. Renraku Computer Systems has defied the accords of the Corporate Court. Now they must decipher the secrets of the otaku—and Babel is the technoshaman reborn for the job. But Netwalking in the shadows of the electron jungle means initiation into deadly megacorporate intrigue--and discovering more about Babel's own team than he fears he should know. As allies become adversaries, Babel breaks through dreaded black ice security to find a doorway to the future—and signs of a corp war looming on the horizon—one that could destroy the technoworld and beyond...forever.

  • Shadowrun Legends: Clockwork Asylum (The Dragon Heart Saga, Vol. 2): Shadowrun Legends, #17

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    Shadowrun Legends: Clockwork Asylum (The Dragon Heart Saga, Vol. 2): Shadowrun Legends, #17
    Shadowrun Legends: Clockwork Asylum (The Dragon Heart Saga, Vol. 2): Shadowrun Legends, #17

    THE ONLY HOPE FOR A WORLD ON ITS KNEES In Book Two of the greatest epic in Shadowrun® history, the cyclone of cyber-magic and techno-intrigue unleashed by President Dunkelzahn's assassination spins out of control. Ryan Mercury, the late President's secret agent, wants vengeance, but a deadly cyberzombie under the influence of an astral spirit stands in his way. With an impressive arsenal of allies, weaponry, and the powerful Dragon Heart, Ryan may just pull off the save of the century--if he doesn't lose his life first!

  • Shadowrun Legends: Steel Rain: Shadowrun Legends, #12

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    Shadowrun Legends: Steel Rain: Shadowrun Legends, #12
    Shadowrun Legends: Steel Rain: Shadowrun Legends, #12

    BACK AGAINST THE WALL... Several executives have been killed, and it's up to Machiko, a female member of a megacorporation's elite battalion of Elven samurai, to uncover a diabolical blackmail scheme. All of the evidence points to the megacorp’s biggest rival orchestrating the murders while an amazing communication matrix is taking shape. Staying alive long enough to bring the perpetrators to justice now means defeating a high-tech foe with unlimited powers and absolutely no mercy!

  • Shadowrun Legends: Shadowboxer: Shadowrun Legends, #14

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    Shadowrun Legends: Shadowboxer: Shadowrun Legends, #14
    Shadowrun Legends: Shadowboxer: Shadowrun Legends, #14

    TOO HOT TO HANDLE… For Two Bears, a dwarf mercenary accustomed to running the shadows, the job sounded like an easy way to make a huge stack of cash: track down and discover the meaning of the word “IronHell.” But when the decker he approaches for help gets her brain fried on the Matrix, Two Bears konws he's up to his stout little shoulders in drek. TOO COOL TO GIVE UP… Realizing that IronHell must be the title of something—or somebody—very powerful, Two Bears looks for some backup to make sure he gets through this job alive. He lines up a street troll called Thumbs, a slick decker named Silver, a suit-wearing samurai called Delphia, and Moonfeather, a magic-wielding disciple of the Cat totem. Together they blast their way through a stream of megacorp] operatives, giant meta-beasts, and high-tech pirates, desperate to unravel the incredible secret of IronHell—before it unravels the entire Sixth World...

  • Shadowrun Legends: Psychotrope: Shadowrun Legends, #20

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    Shadowrun Legends: Psychotrope: Shadowrun Legends, #20
    Shadowrun Legends: Psychotrope: Shadowrun Legends, #20

    LIFE SPAN: 12 MINUTES... It started out as a simple Matrix run, but now five deckers are trapped inside a nightmarish virtual landscape where jacking out is an impossibility—and what waits has all the hallmarks of the afterlife: tunnels of brilliant light, greetings from long-dead friends and family...and the terrifying sense of being juggled between Heaven and Hell. But in this computer-generated netherworld, there is only one thing that can be trusted. And it isn't the senses.... ...THE COUNTDOWN BEGINS It’s the uncommon experience the deckers all share: a near brush with death. It has brought them together in this hell-raising realm and under the influence of a twisted intelligence with diabolical plans for the unwary travelers in grid-time. Having their minds and souls extinguished before the Matrix-scape crashdown is only the beginning of the puzzle. Discovering why will be the end. A dead end.

  • Shadowrun Legends: The Burning Time: Shadowrun Legends, #19

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    Shadowrun Legends: The Burning Time: Shadowrun Legends, #19
    Shadowrun Legends: The Burning Time: Shadowrun Legends, #19

    IF YOU CAN’T STAND THE HEAT… Low-level programmer Roy Kilaro wants nothing more than to become a Seraphim—an elite corporation operative—and experience some real action in the shadow ops between the megacorporations. But he gets more than he ever wanted when a routine business trip to Boston thrusts him into a running battle for survival. The combatants: a group of hardened shadowrunners trying to finish a job, the ruthless anti-elven terrorists known as the Knights of the Red Branch, and a powerful sorceress who wants revenge upon them all. In way over his head, Roy has to come to grips with the deadly dangers of the shadows, as well as the ruthless enemies closing in on him if he's going to make it out of the city in one piece...

  • Shadowrun Legends: The Lucifer Deck: Shadowrun Legends, #19

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    Shadowrun Legends: The Lucifer Deck: Shadowrun Legends, #19
    Shadowrun Legends: The Lucifer Deck: Shadowrun Legends, #19

    A CONJURED KILLER IS LOOSE… Life on the streets of 21st-century Seattle can be tough, especially for a young ork like Pita. And it gets a lot tougher when she witnesses a corporate mage murdered by the violent spirit he just conjured from another dimension. Now she's in a heap of trouble with the dead mage's employer, an organization with something to hide. Fortunately, KKRU reporter Carla Harris is in a position to help. Carla needs a big story to give her career some juice, and Pita's predicament might be the ticket. Because Pita's pursuer—MCT, the megacorp computer firm—has hired the heavy hand of the Yakuza crime organization as muscle, things heat up pretty fast. Moreover, the entity that MCT's mage foolishly summoned is very, very old, and unlike any power on earth. It has infiltrated the telecommunications matrix with devilish cunning—and unless Pita can thwart it with her newly acquired magical powers, Seattle's—and the entire Sixth World's—throat will be wide open for the cutting...

  • Shadowrun Legends: Crossroads: Shadowrun Legends, #18

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    Shadowrun Legends: Crossroads: Shadowrun Legends, #18
    Shadowrun Legends: Crossroads: Shadowrun Legends, #18

    BATTLE BENEATH THE STREETS OF BOSTON... In the magical world of 2060, street mage Tommy Talon has hit the big time. He's a member of Assets, Inc., one of the best shadow-teams in the business, but now he's drawn back to his home town of Boston by secrets from his past. Secrets that lead him into conflicts with megacorporations, yakuza gangsters, and a powerful spirit that's hunting for him. Talon must call on all of his magical powers and the abilities of his shadowrunning friends to unravel the mystery. Along the way, he finds out some unexpected things about his past, himself, and his true enemy: someone very close to him indeed...

  • Shadowrun Legends: Ragnarock: Shadowrun Legends, #25

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    Shadowrun Legends: Ragnarock: Shadowrun Legends, #25
    Shadowrun Legends: Ragnarock: Shadowrun Legends, #25

    DIGGING FOR DANGER… In the twenty-first century, magic brings out the best in people—and the worst. Tommy Talon should know. As head of a successful shadow-running team, it's the dark side of people that brings him business. This time he's hired to hunt a murderous archaeologist and recover a magical relic. But Talon's not hunting alone. Someone else wants the artifact too—someone very powerful. And Talon and his team must outwit the world's most potent megacorporation on its own turf if they're to have any chance of returning the treasure--or any chance of returning at all....

  • Shadowrun Legends: Preying For Keeps: Shadowrun Legends, #22

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    Shadowrun Legends: Preying For Keeps: Shadowrun Legends, #22
    Shadowrun Legends: Preying For Keeps: Shadowrun Legends, #22

    PLAYED FOR A SUCKER... When ace shadowrunner Jack Skater leads his team of commandos in a raid on an elven ocean freighter, things get a little sticky. Yakuza hitmen crash the party, and then a Japanese shaman whips up a titanic sea creature just to make sure nobody gets out alive. Now, having escaped with his troops by the skin of their teeth, Skater wants to find out who set him up. But it isn't going to be easy. Because the runners are stuck up to their pointy ears in a sinister super-scheme that involves Skater's ex-wife, two elven gene corporations, a ruthless mafioso named McKenzie, and stolen data disks containing secrets worth killing for. It's a high-tech mega-mess with no way out. And as a ghastly virus hits Seattle, unleashing hordes of homicidal cannibals onto the streets, Skater and company have to bring in some heavy artillery just to stay alive....

  • Shadowrun Legends: Poison Agendas: Shadowrun Legends, #28

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    Shadowrun Legends: Poison Agendas: Shadowrun Legends, #28
    Shadowrun Legends: Poison Agendas: Shadowrun Legends, #28

    DANGER EVERYWHERE... Kellan Colt has been making a name for herself as one of Seattle's up-and-coming shadowrunners, and now she believes she's ready to break out on her own. Opportunity knocks when she learns the location of a secret weapons cache abandoned by the US military. With the right buyer, a score of this big has the potential to secure Kellan's reputation—not to mention her bank account. With a team of shadowrunners assisting her, Kellan travels deep into the heart of the awakened wilderness to extract the weapons. But the supernatural entities in the forest, both local and imported, are as deadly as anything she might encounter in the sprawl, and when a dangerous new enemy emerges and steals the cache, Kellan finds herself trapped between failure and an even harder place—in the sights of a megacorp that wants her to fix the mess she's inadvertently made. To survive and prevent a panic-inducing terror attack on Seattle, she'll have to go back to doing what she does best—running the streets.

  • Shadowrun Legends: Run Hard, Die Fast: Shadowrun Legends, #24

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    Shadowrun Legends: Run Hard, Die Fast: Shadowrun Legends, #24
    Shadowrun Legends: Run Hard, Die Fast: Shadowrun Legends, #24

    A MEGACORP BACKSTAB! Argent is the best shadowrunner in the biz...with one flaw: he's got a conscience. That's why he can't leave a chummer hanging. Only Andi Sencio is more than just a friend. She's his former partner—and lover. And now she's in the deepest drekpot of her life. Heading an op on a datasnatch turned bad, she's been stranded by the megacorp she works for—and targeted for flatlining by two more. Unless Argent gets to her first... Recruiting a top-notch team for the exfiltration shadowrun, Argent is risking it all—his money, his reputation, and his life—for the woman who once walked away from him. It's suicide mission through high-caliber hell. But that's never stopped the steel-armed street samurai before...

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