Whizbang Dustyboots
Gnometown Hero
I appreciate the feedback, everyone.
I ran this adventure on Dec. 29, largely so I could figure out the Mothership VTT (it works, but I didn't initially understand how the visible and invisible layers worked and needed to spend a lot of time with it ahead of time, instead of building a map-centric adventure on the fly) and so we could figure out the Mothership rules in play (game ground to a halt at one point when I made the classic mistake of asking for a D&D-style roll when it shouldn't have been needed in Mothership).
Since this was an adventure for a simple test run, it never got as elaborate as people here -- presumably more experienced Mothership wardens than me -- sometimes suggested.
The two players who made it (games during the holidays are rough, which is why we didn't play through Ypsilon) both woke up in their tubes, took a point of stress when they saw their former conspirators dead, along with one missing. One of the players immediately assumed the missing conspirator was responsible and they ran around looking for them, not suspect the cryosleep engineering android, Amy, at all.
They did finally activate her, after seeing that she had been in and out of her charging station several times during the flight by the scuff marks on its floor, but didn't connect the dots. But they were suspicious enough of her when she talked about putting them back in cryosleep for their own safety (not inaccurate, under normal circumstances) that they panicked and shot her in the back of the head, after having previously raided the ship's armory. (One of the randomly generated PCs was on the security team.)
After Amy was destroyed, they finally started looking through the computer system, and found that every time Amy had woken up, it had been preceded by a message from home and corresponded to when one of the other pods had been sabotaged in some fashion.
They ultimately decided to wake up a minimal number of other colonists to get an internal farm going and to get water and air production to last long enough to survive the remaining months of the mission. Once they arrived on Scargill-84, their presence was an awkward situation for everyone involved and we said that the pair hooked up with some roaming ne'er-do-wells with their own spaceship and left the system.
I ran this adventure on Dec. 29, largely so I could figure out the Mothership VTT (it works, but I didn't initially understand how the visible and invisible layers worked and needed to spend a lot of time with it ahead of time, instead of building a map-centric adventure on the fly) and so we could figure out the Mothership rules in play (game ground to a halt at one point when I made the classic mistake of asking for a D&D-style roll when it shouldn't have been needed in Mothership).
Since this was an adventure for a simple test run, it never got as elaborate as people here -- presumably more experienced Mothership wardens than me -- sometimes suggested.
The two players who made it (games during the holidays are rough, which is why we didn't play through Ypsilon) both woke up in their tubes, took a point of stress when they saw their former conspirators dead, along with one missing. One of the players immediately assumed the missing conspirator was responsible and they ran around looking for them, not suspect the cryosleep engineering android, Amy, at all.
They did finally activate her, after seeing that she had been in and out of her charging station several times during the flight by the scuff marks on its floor, but didn't connect the dots. But they were suspicious enough of her when she talked about putting them back in cryosleep for their own safety (not inaccurate, under normal circumstances) that they panicked and shot her in the back of the head, after having previously raided the ship's armory. (One of the randomly generated PCs was on the security team.)
After Amy was destroyed, they finally started looking through the computer system, and found that every time Amy had woken up, it had been preceded by a message from home and corresponded to when one of the other pods had been sabotaged in some fashion.
They ultimately decided to wake up a minimal number of other colonists to get an internal farm going and to get water and air production to last long enough to survive the remaining months of the mission. Once they arrived on Scargill-84, their presence was an awkward situation for everyone involved and we said that the pair hooked up with some roaming ne'er-do-wells with their own spaceship and left the system.