@Mexikorn @BerndiSterndi @neon.tetra @MixUpPixels @Tiero
As announced above will play through the scenario Hope’s Last Day. This is a one-act cinematic adventure, so we should be able to finish it in one session but that also means that you guys will be in danger right from the start. (Imagine if you had joined the Nostromo in the last 20 minutes of the movie)
The content warning is pretty much identical with the one I have already posted but with some slight changes:
Content Warning (potential themes)
blood, gore, paranoia, gruesome injuries, aggressive aliens, conflict with other intelligent PCs or NPCs, euthanasia, surgery, diseases (parasites in particular), dystopia, future-capitalism, hunting/being hunted, body horror (mild descriptions) etc.
This is the intro text provided for this adventure:
What's the story, mother?
Hadley’s Hope, jointly funded by Wey- land-Yutani and the United Americas, has a “them and us” feel to it, with any visiting corporate folk looking down their noses
at the colony’s laborers. Despite this, the colony has been developing well. There’s opportunity aplenty—and risk aplenty, too.
Four days ago, a wildcatter named Russ Jorden was brought back, infected with something. He died, and some snake-like parasite disappeared into the guts of the base. Security has had no luck catching
the thing, and somehow more people were infected. Rumor has it that some of them have died, and that there are more of these snake-things than Supervisor Simpson is admitting to. Simpson spoke over the in- tercoms, calling for calm.
Crisis or not, you have a job to do. Twenty-four hours ago, you headed out on a maintenance run to Processor 9, happy to leave base until the crisis blows over. Ten kilometers out, Singleton’s tractor gave up the ghost. A nasty, mechanical crunch told you it wasn’t going any further. Calls back to Hadley’s Hope got a cursory response: you were told to wait, and they’d get to your little problem when they had the time.
While you waited, you got to talking about the crisis and the Weyland-Yutani corporate shuttle that arrived right before you left. The shuttle carried an inspec- tion team led by company agent Miranda Reynolds and her chief scientist Theodora Komiskey. Sigg relayed something he’d overheard—a hushed conversation about the shuttle being quickly and quietly read- ied for departure. Reynolds and Komiskey are likely the only two who can authorize its use, and the only two with the access keycards needed to use it. For all you know, it was Reynolds who ordered Jorden out there in the first place. It’s not right for the Weyland-Yutani reps to just skip out and leave you—the workers—to clean up this bloody mess! If things go bad, why shouldn’t you get those keycards and get away instead?
A day has passed, and you’ve still heard nothing. All further attempts to contact Hadley’s Hope have been fruitless. No one is coming to help. The only communica- tions you pick up on are garbled, panicked even. There’s no option but to walk back, and see what the hell is going on…
We will play with pre-generated characters with their own strengths, weaknesses and personal agendas. (–> agendas will be revealed to each player shortly before the session starts)
Each of you may choose one of the following characters. You can reserve a character by replying to this post - first come first serve.
Janice Macwhirr, Officer
Morgan Hirsch, Ex-Marine
Hannah Singleton, Pilot
Sonny Sigg, Scientist
Holroyd, Roughneck
Should your character die during the course of the adventure, there is a chance that you may be able to take over an NPC to keep playing… but this isn’t guaranteed.
Before the session we will have a little chat about potential themes we want to avoid and set the gore-meter from paper cut all the way up to sliced into paper-thin slices.
I look forward to chasing you around the outpost of Hadleys Hope! See you all tomorrow.
PS: The system is d6 based, so if you’ve got them - bring a couple extras.