The last SWN post I did was adventure 004. We got in another month or so of sessions before stopping. Here’s how it ended:
The crew’s managed to befriend a group of mutant space gypsies that wander the local systems walking a tightrope between the two rival powers: a mad cult that appears to worship one of Rana Bai’s ancestors and a cyborg army that worships an unbraked AI.
Here’s how they got there:
The crew opened the box, got the coordinates to get them across the nebula, jumped, and found themselves in an unknown star system with most of their onboard systems fried and requiring immediate emergency repairs. Meanwhile they watched and snooped on the few ships in the system. One was a military patrol boat, but it failed to notice the party. After a few days they managed to enter the orbit of the gas giant where the derelict Wild Card waited.
They made a number of forays onto the ship looting pretech treasures, fighting an “insane” crystalline repair nano and some decidedly toxic flesh monsters, and contracting a disease or two. They knew they weren’t the only ones on board, but didn’t really want to make contact with whomever else was around. Instead they stuck to exploring the massive ship’s engineering and navigation decks, where on their last run they came upon a group of mutant human fugitives.
These folks wanted off ship and managed to explain some of the political situation in the system. At least their version of it… the crew agreed to help and let the prisoners board the Far Drifter (although there might have been some fracas regarding whether or not they could stay armed) before high-tailing it out of the system ahead of another military patrol boat.
And that’s when boardgames took over game nights…