Our Travellers wake up, dazed and confused. The doctor, after a bit of time, realizes that this is not the normal waking process from a cold berth. And they all notice that the ship is canted and there is ankle deep water. A quick search of the room they are in reveals just ship booties, and some unmarked medical vials used to insert drugs into cold berth passengers.
The group moves to the command section, and finds some survival equipment and what appears to be hastily ransacked rooms off the bridge. In exploring the engineering section, they discover the leak from a buckled maintenance hatch, with water trickling in and flowing towards the front of the craft.
About this time, Anson, the other survivor in from the other room full of low berths, comes up and demands to know what is happening. The players are a bit confused as to who the new person is, and the doctor goes to check on the other low berths. There are 2 dead bodies in there, victims of EMP.
Rosie explores the cargo hold, and finds the exploded crate. Water is chest deep at the front of the cargo area. Anson asks why they have not retrieved any survival equipment from the air lock. Which they do, including a vacc suit and a 4 person emergency survival pack.
On the top deck, they search the rest of the ship, and retrieve various clothing, find the 2 revolvers, and use sheets and pillow cases to carry rations and various odds and ends. Fearing getting flooded and drowning, they prepare to exit the ship via a maintenance hatch. Anson, a belter, is a bit terrified, so she gets one of the vacc suits, Rosie goes into an emergency bubble, the rest done breathers that will function underwater a bit. It worked out well - opening the hatch let the compartment get flooded, but all managed to stay upright. The doctor pushed Rosie through, and started swimming to the shore, pushing the now fully inflated emergency bubble ahead of her. The others exit the ship, and those with recon took notice of the radio tower off in the distance. Anson started to freak out - being a belter she was much more comfortable in the safe confines of a ship. Max talked her down, and dragged her to the shore. Eventually everyone got to shore.
Session 3: The Trek
Getting Anson out of her vacc suit also caused some difficulties. She would have slowed everyone down, but the doctor and Max (now her "Shippie") got her through that, and they started to hike towards the tower. The sounds of bugs and the rustling of small animals startled a few people, but Osrum of Bob saw no need for worries as the animals were all running from the Travellers. The insects did not bother the off-worlders (thermally they were just not right). Nearing the tower, they discover the dead body of a crewman. A quick perusal indicated he died of internal injuries from the ship crash. They spent enough time to bury him via a rock cairn, and continued.
At the outskirts of the tower, they saw the berm, robots and the general lay of the land. Katriona and Jim, watching warily, approached them. A quick conversation and the group moves to the camp proper.
And here is where I have issues: II can manage 1 or 2 NPCs at a time, but now there are 6 all with varying degrees of complicity and behaviors. There is more going on than the Travellers are aware of, and not everyone at the camp are part of it. So trying to figure how to do that without giving it all away, and allowing for role playing, is hard. Fortunately several of the players are doing well. I need to get the others involved a bit more, so I'll have to see about conversations. I may have to go ahead and script ahead of time and just talk my way through that.
Anyway - as the night deepens, some of the creepers start coming out. I need to have that fear rising (and a couple of the NPCs are good for that) as well as increasing tensions at the camp as everyone is trying to figure out what is really going on.
Final session is this Monday,