A Double Serving of Trouble

A Damsel, Interrupted

Things are going shiny! Felicia’s tragic death at the hands of the Triad looks to have gone off without a hitch, the stars are ready and waiting for the next job and the crew’s eager to find some place to offload all of these guns that they.


Nearly everyone’s on the deck retchin’ up their mornin’ vittles. Even the doc’s pukin’ his guts out.

Where are we? What happened?

Cole notices right away, both before and after the strange, blinding blur of sickyness that something’s up with the weapons they’ve got stored away.

It takes a bit of digging and searching but the crew eventually discovers a few things:

  1. They went from the Georgia system to the Blue Sun system in a heartbeat.
  2. These guns (through some hackin’ and searchin’) are nearly spent and are powered by some sort of energy that shouldn’t be possible.
  3. Burying evidence in squat-soil is their MO.

The ship’s ship-shape and they’re scooting off to the Kalidasa system in search of a job (hey, we’re on a Mudder’s Milk carton!) but they’re down to one of these shiny shooters and only three others in a still-functional-but-questionable state.

Kidnapping the Lumber Baron's Lady

The party picked up a distress call from a Travis Tucker asking for help on the planet, Fiddler’s Green. His fiancee was missing and her apartment was ransacked. The party investigated the apartment with Mr. Tucker and they started to get a sneaking suspicion that maybe Felicia was not kidnapped and might have had help from some miners. While searching the apartment, a crew member who was still back on the ship noticed they were being watched. He was able to flip the tables on the watching and was propositioned for a job to transport a specific size wooden box by a powerfully ugly woman.

Mr. Tucker drove some of the crew back to the ship while one member when door to door asking questions and another headed off to checkin at the Miner’s Guild. Going door to door turned up not much other than some unusual folks visiting a few weeks back and a loud racket the night of the disappearance. Over at the Miner’s Guild, Han Nickelson was able to talk to a store owner, Dale, who used to be friends with the father of Travis. He mentions selling boots to a couple of unusual folks.

When the party gets back together, they start piecing the story into place and decide to give a call to Ms. Carson and take on the job. She agrees to meet at The Lively Sprite to discuss some questions she had about the crew and their history. The Captain is able to put her at ease and she agrees to the deal and lets them know it is Felicia in the crate.

On the way back to the ship, the crew notices that there is an increase in Triad activity and decide they should get air born and let Harriett that they need to change the pickup location. They get airborn, convince Travis that they are doing this because of security at the dock and are able to meet the new rendezvous.

Once they have Felicia on board, they discuss options with her and decide to help her out and make a fake Felicia that they can use to show she died after being caught in a shoot out with the Triad.

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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