Keep 'er Flying!


With the Alabaster loaded up, the crew took off into the black. James explained what he had learned to Archie Dayne and Shepard Jacques about Duncan. Archie was none to pleased. First they pick up a nonpaying passenger and now they had a murder on board. Jacques took a different view and wanted to work out a way to collect the bounty after they finished the run.

That night they were woken to Miranda screaming. Apparently she had some kind of night terror. Over the next two days she became worse, obviously distressed by something. James talked to her the next day in the cargo hold. Al she revealed was her discomfort with Duncan. The next night Archie could hear her fitful sleep. When he investigated, all she could tell him was half coherent ramblings about death and traps.

It was evening when they neared Newhall. As they prepared to land, Duncan ambushed Archie in the engine room. Archie was able to hit the comm just before Duncan’s meaty hands started to strangle him. James and Jacques rushed to help. James tried to tackle the large man, who tossed an unconscious Archie at him. Slipping past the mechanic, James slammed into Duncan…and fell backwards. Jacques fired with his pistols, but the silent man was wearing armor. Duncan fired back with a sawed off shotgun, wounding Jacques arm. Jacques made his next shot count and put a pullet through Duncan’s head.

Peichi arrived to take care of the wounded. James and Archie got back to work, preparing to land. They worried it might be a further trap, but the contact seemed to be expecting the cargo as planned. He informed them that Duncan had killed crews and taken there ships in the past to cut costs, but it was his own initiative.

After turning in Duncan’s body for the reward, the crew had more coin than they had had in quite a while. James asked Miranda what she planned to do. She said she needed to get to a core world to collect some money. James was intrigued as she hinted at riches and agreed to give her another lift.

Start this shindig

The crew have been down on their luck for a while. However a good offer came in recently from a man named Martin Dallas. He wanted them to move some goods for him without customs getting involved. He stipulated that they needed to bring along his man Duncan to insure the transport.

As they headed back to the ship they were confronted by Frankie. He and Woodrow had a dissagreement about how a run should have been handled. Frankie still demands the repayment of 500 credits he lost because of it. Woodrow told Frankie that he would be paid when they returned from their next run, not mentioning that they would be paid on Newhall, not Persepohne.

The ship was loaded up on the first day of the trip went well. However, on the second day they ran into a debriefield leftover from the war. Some fancy flying saved them from a colision, but shook one of the engines to the breaking point. They stopped so it could be repaired and ended up behind schedule, leaving Duncan none to pleased.

They landed on Paquin and Duncan saw to getting the cargo exchanged. The others went into town to find parts. A young woman came running out of a tent being chased by thugs. The preacher fired off his gun, saving her from them. She thanked them and introduced herself as Miranda. They offered to take her off world with them.

When they got back to the ship, Peichi told the captain she knew where she recognized Duncan from. She showed him a wanted poster. Duncan was wanted for seven murders. The captain told her to keep it quiet for now.

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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