So our campaign is back up and running. And very nearly came to an end!
It was kind of a perfect session in some important ways. Like, the crew finally came to a head on the “what do we do with the Aleph Key?” question. Despite getting a super freaky psychic warning off their Entanglements roll last session (three 6es in a row got them to the top-tier table), they ignored the nightmarish visions and decided to see if they could open the ancient Ur vault it was supposed to go to.
They did everything right and yet they did everything so very wrong as well. Their Engagement roll set them up in a risky situation right out of the gate: an ancient Ur defense awakened by their sensor sweeps of the small moon. But they wanted ticks on their clock so the pilot pushed their risky to desperate to go for a better outcome. The die pool wasn’t huge, like 4 or 5 dice, but it came up with what I believe was our first-ever straight up failure: nothing better than a 3. The odds are really low for that sort of thing but it was gonna happen someday.
So the Ur defense opened a jumpgate at their ship’s midpoint and cut it in half.
I really wasn’t ready for such a dramatic turn of events but you have to follow the fiction, you know? There was some outstanding competence porn as they gently nudged the wreckage toward the moon’s surface to touch down, followed by dueling clocks to reach the Ur vault (6 slices) versus out of oxygen (4 slices, one for each character). The mad dash to the vault also came up a desperate failure. So I decided, rather than straight killing them, I’d simply remove the reach the Ur vault clock: that opportunity was gone. They were lost.
The session ended with the Mystic putting the whammy on his own crew and finally directly summoning help from his faction, a group we made up called The Dark. I kind of wish I’d understood the setting better because I would have preferred to have folded his faction into an existing group, like the Nightspeakers (thematically similar). I may yet just change the Nightspeakers into The Dark, still deciding. Anyway, the Mystic had wanted to get the Aleph Key to his group since session one, and things finally fell together to make that happen.
So they’re starting with a fresh copy of the Stardancer and a whole big set of “you owe us for your lives” obligations to a group they’re feeling pretty iffy about. It’s great! But it was a huge, huge turn.