Chronicles of Orion's Arm

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.

Five Strangers And A Barrister
Here's Your (Sur)Prise!

Five individuals gather at a lawyer’s office on D’Pres spaceport to receive an inheritance from a gambler they barely knew that owed each of them money. A holovid from the deceased is played, wherein they are all instructed to go to a particular address where their inheritance is kept. Upon arrival, they find a warehouse with a small starship inside. Immediately, a bounty hunter and his crew descend upon the building and attack. Given little choice, the Travellers and the barrister retreat aboard the relative safety of the starship, and they blast their way out of the warehouse and escape!

The fun doesn’t stop, because the Travellers quickly realize that they are not in control of the starship! Some program independent of the main computer is flying them out to the nearest jump point. And several fighters belonging to the repossession firm of Retention, Retrieval, and Return, Inc., plus a system defence boat from D’Pres starport are in hot pursuit.

They Travellers have just over an hour and a half before the enemy vessels get within range, but several minutes before they reach the jump point. They are still trying to wrest flight control away from the computer, while the gunners fight off the repo fighters. Just when it looks as if the little trade ship might be overcome by sheer numbers, the starship reaches the jump point and makes the jump to hyperspace!


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