Chronicles of Orion's Arm

Why Are We Here?
For that matter, where are we?

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The Travellers were in hyperspace for a week, with Captain Doom driving everyone crazy, while the others were trying to settle in. Karl was in his lab, Hiram in the engine room, Frank working out in the cargo hold, and Brie hanging out between the bridge and the community room. G. Hakra Deodant, the barrister, just kept getting frustrated.

The ship came out of hyperspace two parsecs trailing from Dpres, down the old Sindalian Main trade route towards Tyr. Between the two dominant systems lay a series of marginal worlds, Janus, Caldos, Sagan, the first and last lightly populated and relatively poor, the other populated and poor. But two parsecs trailing was an area without a solar system. This was not a problem for their starship, the All-In, because it held an auxiliary fuel tank making it capable of two jumps before needing to refuel.

Mama, the ship’s computer, announced that Low Passage number six was failing. But there were only five cold berths in the cryo pod. Where could the other one be? Dr. Karl and Hiram both came up with the idea of using the repair drones to find the broken unit that needed fixing. The drones found a concealed cargo space below the floor in the cargo bay with the missing cold berth, and a passenger inside!

Frank brought the passenger out of cryo sleep, only to discover that the passenger had been shot before he was placed in the pod. So the ship’s medic had to save the man from a wound he might have suffered weeks before. She stabilized him, and the the lawyer determined that he was one of the other inheritors he had been trying to locate after Irwin Ambrose Percival Zephyr the 5th disappeared, a fellow named Zero.

Zero, however, had memory issues known as cryo-amnesia, as a result of being in cold sleep for what was determined to be almost eleven months! He recalled playing cards with the man he knew as “John Smith,” and other high rollers on Caldos back on Last Day of last year, 365-1117. After that, nothing.

Mama announced that the ship had finished refueling, and off the ship went, back into hyperspace and onward to Caldos. It gave Zero a week to heal up, and the Travellers a chance to figure out what they wanted to do when they arrived. General consensus was that if Zero got shot on a world with severe legal restrictions on weapons, maybe it was someplace they didn’t want to investigate.

So that when they emerged from hyperspace, they just wanted to refuel and get as far away from the area as possible. While refueling, the ship is hailed by a system patrol boat, informing them that they have a torpedo attached to their hull! Where in the worlds did that come from?

Doom and Zero went out in EVA suits to open the bomb up and detach it from the ship’s hull, while Hiram depressurized the cargo bay and opened it up to allow the humans to haul the missile inside.

Upon examination, Karl and Hiram figure out that the torpedo was empty, but it had an extra chip, completely unnecessary and doing nothing, on the torpedo’s communications board. Pulling it, they discovered that it was a holo vid left by the late Mr. Zephyr, advising them to quit now and give up the ship, because other people were after it and willing to stop at nothing to get it, and it had brought him nothing but trouble since he had won it several weeks before.

The Travellers elected to travel into the high port and try to find out what information they could about the night Zephyr and Zero were attacked on the planet. But the Caldos Desert Scouts are a planet-based defense unit, the club they were attacked outside was located outside of the low port, and their just wasn’t much to be discovered up at the high port. Karl only was able to discover that the same bounty hunters that had attacked them leaving Dpres two weeks ago were the same hunters attacking Zero and Zephyr months before.

That left the Travellers with a decision to make: travel to the planet’s surface and try to unravel a murderous mystery about the All-In, or turn and run away from the Sindalian Main, never to return to these worlds again…

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

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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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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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