A Double Serving of Trouble

Why Does Everything Keep Exploding

The crew has been doing odd jobs trying to make money and avoid the Triad for the short term. While running hard, they are headed toward Regina, suddenly the ship starts shaking and the heat generator comes out of alignment and causes an explosion that cripple the ship and concuss the Captain Manny.

Han takes control and guides the ship, 2Posh4U, to a trading outpost on the planet Summerhome. Upon landing, they find the outpost more heavily fortified than the last time Han had passed through. As they exit the ship, they find the town’s folk are not really cool with the crew and are treating them with a high degree of suspicion. Luckily the party was able to talk their way back into good graces and they find that the outpost has been hearing rumors of Reavers and it just had the town on edge.

Cole Michaels tells the rest of the crew what parts they need to get and that he will start on repairs. The doctor works on Captain Manny back in the med bay. The rest of the crew book passage on local transport to head into the main town as that is their best likelihood of picking up the needed parts from Marla’s Ships and Supplies.

The crew makes their way across the desert but during the trip, their non-communicative driver is caught in a blast and the engine explodes in a ball of fire. They are able to get the fire out and begin to radio back for help, but they really have no idea where they are at other than being about half way to their objective. They build a fire to signal rescuers by and begin to hunker down in the heat using their best crafted hats that they can do.

After some time, the get through their meager water supplies and a small number of them head up to a ridge to see what they can see. From the top they see a pond of water in the distance and begin their journey towards it only to find that they are fired upon by some locals. After Han takes a shot to the shoulder, Jade is able to convince them that they don’t want any trouble. With a little more smooth talking, they find out they are near William’s Watershed and are able to radio to friend of one of the crew their location and are rescued.

When they arrive back, they find that Cole was able to put the ship back together without the parts, and the crew gets moving, heading back to Regina. On take off, they find that a large number of Triad vessels are headed their way, but with some more crafty flying from Han, they are able to avoid detection and skip out of town before the Triad get close.

Fish Out of Water

Manny and his crew are met by the sheriff on Greenleaf and is asked to transport his beloved Koi to his sister on Persephone. They agreed in return for a future favor and also a good deal on some local ore to transport. They went to the local mining company to setup the transaction which turned out to be for the lowest grade ore. Luckily Gus Pucket was able to use his family’s business, Pucket’s Buckets Mining Company to get samples and to work out a deal on the better quality ore.

Upon taking off, the crew discovers they are being followed by what appears to be a Triad vessel. Luckily some fancy flying by Han Nickelson and the use of their EMP allowed them to escape by disabling their vessel. At this point, they decide they need to know what is in the crate and if it really is a beloved Koi. Unfortunately, when they open the crate, it does appear to be a plain old Koi. But the doctor, acting on a hunch, decides to take it to the medical suite to scan it and discovers some foreign materials in the fish. They decide to seal the crate back up with the fish in it and continue on to Persephone.

Upon arrival, they find that the sister isn’t working that day. So they chill out in the lobby while the manager of the trading office calls her in to take delivery of the fish. After a few minutes they realize that something has gone awry and the local police has shown up saying they are under arrest for narcotics smuggling. Han surrenders and says that it was all his doing.

Once they get him into the police station, he asks for his one call and gets the head of the trade guild, he works for, and is able to get out of jail with a free ride back to the ship. The guild makes it clear that Han owes them on.

Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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