The Nostromo Plotline
GM: Pelmen
Players: Thistledown, Fixit, Lobo, Mafen, Questor, Fixer, Danthrall, Grim, Serel
Synopsis: A group of runners gets hired to clear out some critters from an damaged submarine, to be able to reapair it and finally rescue a 'stranded' corporate spy.
Date: day 1 2069 to day 2 2069 (So far just working dates as the plot is not finished.)

Overview of the Nostromo Plotline
Hiring Runners
Some runners get hired for a run at the Melodrama.

On the Way
The hired runners move to the and get last instructions and dive down to the Nostromo.

Entering the Nostromo
The runners enter the Nostromo, some sharks attack

Leaving the Sub Bay
The runners face a large shark after some astral scouting from Danthrall. Questor, the group junior does a real good spell sling.

Merrows in the Hold
The group has an unexpected encounter with a breeding colony of Merrows inside the Nostromo's main-strorage. Seemingly the critters, entering through sub-bay one's leak figured out how to open and close the door to mainstorage and used it as save haven for giving birth to their young.

A Break and Lobsters
The team has secured the first Area of the Nostromo and after a break starts out to explore the next partof the ship, accompanied by their skipper. Right after that next air-lock a few huge lobsters await the runners.

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