Missed Opportunities

The story so far...
A brief synopsis

Through fortune or stroke of fate, each member of the group found themselves among hundreds of other spacers in the employ of Captain Andros on the immense starship The Redeemer, conducting a deep space salvage operation on the very edges of the Outer Rim. A brief scuffle in the Redeemer's cantina with the resident senior loading crew landed the group in a spot of trouble, but also provided an opportunity, as they were assigned to the most dangerous – and most lucrative – part of the operation: work on the edge of the salvage field, where an asteroid field was beginning to swallow it.

Heading out to their work in the C-1 shuttle nicknamed "Cockroach", the group found the derelict Ghtroc-720 freighter A'Tuin floating at the edge of the asteroid field, damaged and seemingly without occupants. As they scoured the ship for valuables, however, a new crisis arose: backed by a fleet of mercenaries and cutthroats, Captain Simo, second-in-command to Captain Andros and in charge of the operation's second flagship The Proximo, seemed to turn on his Captain. Hidden from sight and sensors by distance and the asteroid field, the group witnessed the Redeemer's destruction and retreat of the mutineers and mercenaries.

Even though the Proximo did a fairly thorough sweep, destroying or capturing any escape pods they could find, the group decided to split up – half looking for survivors using the C-1, while the rest work on repairing the A'Tuin. The search bore fruit, and the rescuers returned with the four-member loading crew they bickered with, as well as a critically injured and comatose Captain Andros, plus his closest assistants: the personalized droid Q1-ET and the Redeemer's chief coordinator Lorash.

Making plans to fill the A'Tuin's hold with salvage and leave for the nearby backwater planet Delrakkin (where one member of the group had a contact capable of securing them medical aid for the captain, whom was unable to survive a longer journey), the group discovered the hold is already filled to the brim, and a mysterious message was playing over and over on the comm about a rendezvous the ship was due to complete, a set of coordinates embedded in it. Delving into the mystery, the group found out that the ship was raided by a bounty hunter after a fugitive who was onboard, but failed to capture all the occupants – the group finding a little girl, dirty and half-starved, hiding in one of the holds.

Unsure what to do with the child, the group used the coordinates to send a comm message, and were answered by Balmarn Gelkos, a businessman running a mining operation, whom revealed that the cargo in the A'Tuin's holds belongs to him – and that the girl's destination was a family working at his mine. Unable to take the hyperdrive-less C-1 shuttle with them, and wishing to see the little girl in safe hands, the group met with and worked out a deal with Gelkos – he'll have his cargo, and he gets to keep and take care of the C-1 until one of them comes to reclaim it. The businessman agreed, and filling their hold with salvage, the A'Tuin blasted off to Delrakkin.

Arriving upon the stormy planet's sole mountaintop city, the A'Tuin was directed to an Imperial military facility. The planet was under Imperial occupation, and unknown to them, the contact they'd made a deal with – Sarisa Coven – was the planet's Assistant Governor. Meeting her and the current highest ranking Imperial military official on the planet, Lt. Orsken (who immediately took a dislike to the group), Andros was rushed off to the medical facility and the group taken to Sarisa's manor, her guests for the duration of their stay.

Handling purchases in the city, the group quickly noticed the architecture is distinctly non-Imperial, and found out that the planet has a native species – but none of said species were in sight. Deciding not to ask questions, the group soon caught wind that there were people in the city asking about the Redeemer and Andros. Intercepting them, the group found out they were mercenaries sent by Simo to scout for survivors, and quickly neutralized them, also capturing their ship of unusual make, the Mynock's Claw.

Looking forward to an evening of relaxation following the scuffle with the mercenaries at a music concert they were invited to by Sarisa Coven, the evening turned sour as the band belted out their new song about the oppression of the Delrakki people by the Empire and their banishment from their own city, punctuated by explosions in the city and the Delrakki natives staging an attack upon it.

The group fled the city in the Mynock Claw and returned to the Imperial military base, where they quickly learned the natives were efficiently routed. Not only that, but their attack could spell their doom, the last straw before the Empire turned to drastic measures. Sarisa Coven, not wishing to see that happen, commissioned the group to be her bodyguards on a diplomatic mission to the natives in a bid to make peace between them and the Imperial colonists.

Traveling into the jungle with Sarisa on the A'Tuin, the group found their way to the Delrakki village, where Sarisa spoke to their council of elders. Her efforts, however, were quickly undermined by the arrival of Lt. Orsken, backed with two AT-ST walkers and several squads of Stormtroopers, who gleefully informed everyone that former Admiral and now Moff Termo, the planetary Governor, was returning aboard his Star Destroyer, and had ordered Sarisa's arrest for treason. The group defended themselves and the Delrakki village from the ground attack, even as the Star Destroyer itself arrived, looming over them in orbit. However, just as the capital ship was likely about to rain death or send reinforcements, it was attacked and destroyed by a Rebel fleet, whom the Delrakki had called to their aid when they discovered the Empire had tricked them into attacking the city to provide themselves an excuse for genocide.

The group returned to the Imperial facility, now occupied by Rebel forces, where Sarisa, now technically Governor, peacefully surrendered and stepped up to negotiate with the Rebel leadership on behalf of the Imperial citizens and colonists on the planet.

Finishing up their private business on the planet, the group went to meet with Lorash at the BoSS office, where she claimed she had a way to cleanly transfer ownership of the Mynock Claw. Not finding her nor the BoSS agent, the group followed the trail to a hangar where they found a disheveled Lt. Orsken and a small remnant of Imperial military forces holding them hostage in their bid to escape the planet. Ambushing them, the group made quick work of the threat. Orsken was handed off to the Rebels, and the BoSS agent gratefully transferred the Mynock's Claw to the group, whom gave it a new name: Second Chance.

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The Big Empty, part 1
Session 3 recap

The A'Tuin floats just outside the edges of the asteroid field as shuttle C-1, a.k.a. the Cockroach, hurtles towards it. The C-1's newfound cargo is precious indeed: it bears the last, straggling survivors of the attack on the Redeemer, those precious few not taken by the Proximo – a number that includes none other than Captain Andros himself, deep in a coma and in critical condition.

 

Bane pilots the C-1 at breakneck pace back towards the A'Tuin, alerting them of the situation via comms. In the meantime, back in the cargo hold, Devlin – with aid from Chief Rubesh and his men – works on extricating their newest guests from their heavily damaged escape pod.

 

With no knowledge of the extent of injuries Lorash has suffered and afraid to move her without putting some bacta in her system, like he has previously done for Captain Andros, Devlin asks Bane if he could have one of his stimpacks – and upon getting it, administers it to the twi'lek.

 

Lorash soon wakes with a start, her injuries clearly far less severe than the Captain's. She explains that she and Andros' heavily modified protocol droid, Q1-ET, had dragged Andros into the escape pod against his will after he lost conciousness thanks to injuries inflicted by mutineers on the Redeemer who came to take over the bridge.

 

Back on the A'Tuin, the rest of the C-1's crew notice a click in the background of the repeating message they'd caught being transmitted, but decide it's a matter for another time. For the moment, the injured are their priority, and Doxic, Sabel, Zolwodod and R4 scramble to turn one of the A'Tuin's passenger quarters into a medbay to receive the survivors.

 

Soon enough, the A'Tuin and the C-1 are reunited, and the three injured individuals – plus Q1-ET, who seems to have some medical subroutines installed, but is too damaged to do much more than instruct – are rushed into the makeshift medbay. Zolwodod assists the two members of the crew who have any medical training – Bane and Doxic – in trying to patch up wounds on the injured. Lorash's injuries are handled with relative ease between the three of them, but Nack's stomach wound proves a challenge, and the Captain's multitude of bone fractures, internal bleeding and other issues make it hard to even approach treatment without further injuring him.

 

Thinking fast, Zolwodod does some on-the-spot repairs on the droid, allowing it to provide slightly more hands-on aid than previously (even if one of its arms remains missing, and it is difficult for it to assist to a greater degree). With Q1's aid, Zolwodod and Doxic give patching up the Captain again. Their combined efforts meet success, stabilizing Andros for the moment and buying precious time to find him more permanent means of treatment.

 

Meanwhile, Sabel and Devlin take to searching the A'Tuin for a medpac and keeping out of the way of those actually capable of providing medical care. While they find no medical supplies the others hadn't already claimed, they do discover a hidden panel in the cockpit. Opening it, the two find a stack of credsticks inside, the ship's BoSS datapad, as well as two ID cards: one showing an 57-year-old male human in grey robes, the other a 5-year-old human girl. The names on the cards read Neeros Tanesh and Ariah Tanesh. A quick bit of deduction based on what was found in the passenger quarters finds that these were indeed the ship's passengers before it was attacked.

 

The former salvage crew of the C-1 filters into the cockpit to join Sabel and Devlin, and the gathered crew turn to discussing their next move. A salvage run is put on the table, and most agree it is probably wise to stock up on valuables, seeing credits are short and there's liable to be costs in the near future – be they medical, repairs, payment for services rendered or help for the families of those lost in the attack.

 

The next topic that quickly comes up is that of the repeated message the A'Tuin is still receiving:

 

"A'Tuin this is Tower. Message received and understood. Rendezvous at backup coordinates, we'll leave a light on."

 

Doxic brings the clicking in the background of the message to everyone's attention. While everyone discusses the message and whether or not they should try contact whoever is broadcasting it, Doxic runs off without a word.

 

An exasperated Devlin follows Doxic to the starboard hold, finding the thief intently inspecting a crawlspace in the back of the hold. A shrill scream echoes as Doxic attempts to go into the crawlspace and a tiny, frightened girl leaps out, trying to tear his hair out.

 

It quickly becomes apparent that the younger of the two passengers is still on the ship, and Sabel and Bane quickly join Devlin, Doxic and Ariah in the starboard hold. Though she claims Neeros (whose name she pronounces "N'eero" instead) is her father, the crew have some doubts, considering she's not the best liar and the humans are quite aware that a 57-year-old man is unlikely to have a 5-year-old daughter. Unfortunately, beyond this, the group learns little from her, and seeing her state, Bane takes her to the kitchen to cook her a meal, revealing as he does that he has a soft spot for her thanks to him having a daughter about her age.

 

In the meantime, Zolwodod and R4 have their hands and tools full. The Duros cannibalizes the damaged escape pod and continues making repairs on the A'Tuin using the salvaged parts – as ever, with the help of the astromech.

 

Slowly, everyone on the ship prepare for some well-earned rest, as many tasks await them the next day…

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Search & Rescue
Intermission - between sessions 2 and 3

The A'Tuin remains behind, floating serenely at a small, but safe distance from the approaching asteroid field threatening to swallow everything, as the C-1 salvage shuttle, affectionately nicknamed the "Cockroach", disengages from it and makes for the larger salvage field, now much richer in debris thanks to the Proximo's betrayal.

Aboard the C-1 are only Bane and Devlin, the rest having chosen to remain behind on the A'Tuin and begin repairs. As the C-1 makes swift way towards the field's center, Bane and Devlin converse. Bane is skeptical that they'll find anyone, but Devlin asserts that regardless of whether he thinks there's anyone left alive out there, he feels he has to give it a try, citing that it's simply what any conscientious spacer would do.

The sheer distance allows the two men to talk a small while, catching up after more than half a dozen years of not seeing each other. Devlin tells Bane that he'd spent that time traveling the galaxy, while Bane reveals he'd gotten married, had a daughter, and divorced in the meantime.

Finally in range of the field, Devlin opens the comms, calling out into the void of space for any survivors to reply, if able. A gruff reply surprises both men, providing them a beacon to help find them.

The C-1 glides over to the flashing signal, finding no more than a salvage skiff, four figures in space suits standing atop it. One is clearly injured, as two others support him.

Devlin brings the C-1 in close, while Bane, his own space suit on and secure, exits the airlock and walks out onto the hull of the ship using the suit's magboots, to receive the four survivors. The operation goes without much issue, and soon, the C-1 houses four more people: the very same rough-housing loading crew that the C-1's crew had met in the mess hall aboard the Redeemer.

Their skiff de-magnetized and powered down to allow the wreckage upon it to drift away, so that the skiff itself can be brought along for later use, the loading crew introduce themselves: Chief Rubesh (though he prefers the nickname Ruby) and his men, Breem, Reeko and Nack. Nack is the one injured, and they gently set him down in the upper cargo hold of the C-1.

Skiff firmly attached to the underside of the C-1, while Bane makes their guests comfortable, Devlin sits down to make certain nobody else is left. A signal flashes on the screen, but the burst is so brief Devlin is left unsure if he actually saw anything, or what it might've been if he did. Regardless, he marks the heading, unsure of himself, and moves to make a few more passes.

As Bane and the loading crew take seats in the cockpit to help with the remainder of the search, surreptitiously, Devlin takes one of the last passes just by the spot he thought he saw something – for no reason other than to prove to himself that he's not seeing things from the stress of the situation they'd found themselves in.

Fortunately, luck is on his side – the signal appears again, a brief blip on the radar screen. Overjoyed that his mind is still working right, Devlin brings the C-1 closer. Bane's attempt to contact the location of the signal via comms meets nothing but static. The men bring to bear the lifesign scanner instead, and find that the object – a badly damaged escape pod – does indeed contain something living, if only just.

Devlin hands over the controls to Bane and goes don a space suit. A brief discussion on who should pilot the ship leaves Bane at the helm, while Devlin instructs the non-injured members of the loading crew to put their helmets back on and for Ruby, a man with lots of experience moving cargo, to take point in the ensuing operation of pulling the escape pod into the cargo bay of the shuttle.

Bane manages to secure the loading crane to the pod, drawing it in, where Ruby and his two men prove Devlin's presence isn't strictly required and expertly bring the pod inside the cargo bay in such efficient and smooth fashion that whoever's stuck inside would barely feel a jostle at all.

Once the cargo hold door is closed and the room re-pressurized and oxygenated, the men open up the banged-up escape pod. Inside, strapped in and without consciousness, sit none other than Captain Andros and Flight Coordinator Lorash, both of whom Ruby eagerly identifies. A damaged, humanoid droid accompanies them, and it stirs as the pod is opened, informing everyone – in much detail – of the injuries the two organic beings beside him sustained. Apparently, Captain Andros had suffered severe injury from attackers on the Redeemer itself, injury bad enough that despite his protests, Lorash and the droid – designated Q1-ET – were able to drag him to an escape pod. Unfortunately, their escape came fairly late, and the pod was damaged during ejection and also collided with debris on the way out.

Thinking quickly, Devlin produces a stimpack, injecting the far worse off Captain Andros with the contents and enabling them to at least safely move him out of the pod. While Devlin and the uninjured members of the loading crew prepare to help the pod's occupants out of it, Bane sends a transmission to the A'Tuin: the C-1 is returning, and it comes bearing individuals in need of urgent medical attention…

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Leaves on the Wind, part 2
Session 2 recap

The rag-tag crew of the C-1 salvage shuttle, affectionately nicknamed "Cockroach", slowly approaches the damaged freighter floating at the edge of the oncoming asteroid field. None in the group are certain of the exact model, but some things are obvious – the basic construction of it looks common enough, and the damage upon the hull is not from asteroids alone. The ominous scoring upon the metal of the freighter means it had been attacked by another vehicle, its hull perforated with blaster cannon shots.

While Bane, Doxic, Sabel and Zolwodod all head to the airlock and don spacesuits in preparation to board the abandoned spaceship, Devlin remains at the helm of the C-1, piloting it alongside the astromech droid R4-N2. The smuggler seems to have hit his stride, maneuvering the salvage shuttle into docking position just as the asteroid field thins, allowing them all some time to work before the danger would return.

The airlock slides open, allowing the team – minus Devlin and R4 – entry into the derelict craft. With no hiss of air, the team quickly finds that the ship remains mostly pressurized still, if without gravity, and they promptly move to explore it. Very quickly, Doxic's keen eyes pick out a map of the ship hung on a wall nearby the docking hatch, making further exploration far easier than it otherwise might've been.

While the group discusses where they should go, the Force-sensitive Sabel makes a quick decision to go to the starboard crew quarters first, citing instincts to the rest of the group, all of who remain ignorant of her unique talents. Ignoring protests, she leads them there,  finding the cabin well lived in, but slightly messy, as if abandoned in a hurry.

Sabel immediately finds herself fixating on a footlocker, claiming from it a grey robe and a small cube, stashing them away for later inspection. The others spend their time inspecting the rest of the room, finding in it what looks like a child's clothing and a small children's doll, the latter of which Bane pockets.

Reasonably certain nothing else is there to find in the quarters without spending time they don't have searching, the group moves on. Sabel and Bane make way for the nearby cockpit, while Zol and Doxic head off towards the starboard engine room instead.

A jostle of the ship startles everyone as they explore, but it is quickly revealed that it was no cause for alarm. Devlin had simply had to move the conjoined ships slightly to correct their trajectory in the dangerous asteroid fields.

In the dark engine room, illuminated by portable lamplight, Zol and Doxic find the machinery seemingly intact. After asking the two in the cockpit to check on fuel status (and being told there's very little fuel left – likely not enough to make a hyperspace jump), Zol decides that the best place to do a more detailed check on systems would be the engineering console deeper in the bowels of the ship, and he and Doxic move on in that direction.

Meanwhile, in the cockpit, Bane and Sabel make a quick check of the ship's computer. At Devlin's insistence, they try pull up data on escape pods, but find none. They do, however, discover the ship's current name is the A'Tuin, and that its last transmission was a distress call citing:

"This is the A'Tuin, we are under attack and unlikely to make rendezvous – mission compromised. Repeat: Mission compromised."

Besides the message and random knick-knacks left behind by the ship's pilot, the two find a locker that Bane immediatelly recognizes contained weapons in the past. It's been cleared out, for the most part, save for one unusual-looking, small rifle that Bane picks up. What exactly the weapon does remains unknown.

As Zol and Doxic push their way towards engineering, they find ominous blaster marks along the ship's hallways. Nearer the engineering station, they even find some blood on the floor, leading towards where one of the escape pods would be. It's obvious some fighting took place inside the ship as well as the outside.

Just as Bane and Sabel prepare to join the other two, Devlin pipes up over the comms again: a large asteroid is heading the docked ships' way, and there's no time for the others to evacuate. He tells them to hold onto something, as he has to shove the A'Tuin out of collision course, and maybe even detach the C-1 for a moment.

A massive shudder shakes the two ships as Devlin and R4 pilot the Cockroach to give the freighter a mighty shove. The asteroid dings the shuttle from the outside, but the blow is glancing, and damage is superficial. Devlin cautions the boarding team that time is of the essence, as he cannot keep the two ships out of harm's way very long.

The shudders send objects flying in the zero-g interior of the A'Tuin, and Zol fishes from the air a small, hand-crafted wooden flute, which he pockets.

As everyone readies to hurry things along, they are interrupted as the long-range comms of the C-1 flare to life and the voice of the executive officer, garbled, comes through.

"Hea…up … pl… ..ncoming… perial signatur… this is a… erial sanctioned … op. So … good …ng tight … wait ….ther instructions."

As the crew looks out to the distant Redeemer and Proximo, a number of small ships drop out of hyperspace, closing in on the Redeemer's position, none bigger than a heavy freighter – a cause for some suspicion, at least to Devlin.

It isn't much longer before the space around the Redeemer becomes alight with weapon fire. Explosions abound from shuttles, but the Redeemer holds – until the Proximo levels with the capital ship and fires a salvo upon it. The outraged voice of Captain Andros curses his former ally, and the betrayal leaves the Redeemer vastly outnumbered.

Aghast, but unable to directly aid their employer, the salvage crew of the C-1 watches helplessly as Captain Andros decides to scuttle his ship rather than let it fall in the turncoat's hands. Explosions bloom along the Redeemer's hull, and the ship is undone, leaving another shattered husk to float among the salvage field.

The attackers buzz about, destroying the last remnants of the Redeemer's fleet. The Proximo gathers some of the escape pods that came from the Redeemer, while others are simply destroyed. The smaller fighter craft dock on larger ships, and the attacking fleet vanishes into hyperspace, leaving the salvage field – now much richer in debris – empty and silent. The Cockroach, far from the action and amidst the asteroid field, has remained blessedly unnoticed.

Gathering their wits, some offering a moment or silence or prayer to the hundreds of fallen of the brief battle, the C-1's crew turns to Zolwodod for information on where the nearest inhabited system lies. The Duros informs them that the nearest system, Delrakkin, is quite a ways away – a hyperspace jump will be needed.

With that information, the rag-tag bunch of misfits concoct a plan – they must haul the A'Tuin out of the asteroid field and into clear space, then begin repairs, enough that the ship can make a jump and deliver them to relative safety. Devlin works with R4 to turn the Cockroach into a makeshift tug, while Bane, aided by Sabel and Zol, pilots the hobbled A'Tuin, using what engine power and thrusters it has to keep the ship steady. Their joined efforts deliver the ships mostly unharmed out of the field of asteroids behind them, the gap where the ships had been closing in a violent crash of rocks.

Everyone breathes a deep sigh of relief, and Devlin announces that anyone who wishes to come with him may – he's taking the C-1 out to what's left of the Redeemer to look for survivors. Only Bane takes him up on that offer, and the two of them blast off, leaving Zolwodod, Doxic, Sabel and R4-N2 to work on what emergency repairs they can manage on the A'Tuin…

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Episode I:
Redeemer News Tonight!

((Read in the tones of this wonderful sketch on Key & Peele's TeachingCenter))

https://www.youtube.com/watch?v=dkHqPFbxmOU

Welcome ladies and gentlemen, to this cycle’s show of RNT, your one and only Redeemer News Tonight. We welcome all new employees aboard the Redeemer in this hiring round and it looks like we have some promising picks amongst the bunch! Over to our HR announcer that we have for some reason, Karla!

A stream of hiring photos flash along with the announcements.

Well first off, we’re looking at Bane Huyang! This slightly vertically challenged human signed on with the Security division and looks to be a rising star! We have a special news report starring this rough and tumble sharpshooter’s first week on the job in the mess hall!

With yet another human on the draft pick this time, the Captain seems to have a clear team makeup in mind as he hires Doxic Halcyon on in the Pilot division! This sneaky new hire seems to have a view that killing is to be avoided if at all possible!

Which is something the next new employee disagrees with completely! Joining Bane Huyang on the Security division is Sabel, who is too good for last names! This deadly Zabrak is happy to get into it and cut to the chase!

With the only other non-human in this fictional news story, it’s Zolwodod Zhai! Thanks to the teleprompter that let me read that name, it’s also telling me that this Duros has a finer appreciation for music and whacking things with a hydrospanner!

Finally, to round off our last hire from this cycle, it’s another human to fit into the Captain’s crew! A well-rounded smuggler according to his previous season’s records, this charming pilot will be the final pick to round out this team!

Back to you Rickie!

Thank you Karla, now for our special this cycle, we’re focusing on these new hires and the absolute hit they are with the crew!

((Now read in the dulcet tones of the Ozzie Man himself))

https://www.youtube.com/watch?v=cslPzDzeyEA

Grainy security holo-tape plays of a camera’s view of the mess hall

What you’re seeing here is this very morning’s mess hall footage, where some of our crew and the 5 new employees were having breakfast. You can even spot the white hair Sabel as she clears the line, with Bane and Devlin having a chat in the queue. With Doxic well ahead of her and seating with some existing crew members, it looks like Zolwodod rounds out the entry of the new hires.

Doxic’s Sabacc hands are too good as he plays out the crew, eventually joining the table where mysteriously, every single new employee seems to have gathered. Now the excitement starts as the loading crew, led by the chief heads over to test the rookies. Some small commotion is happening between the two groups as WHACK- the Security rookie Bane takes a huge swing at the chief. That doesn’t do much before WHOA- a massive flying kick over the frakkin’ table from the Zabrak Sabel!

The mess hall brawl turns into an all-out melee as the two Security team face off against all 4 loading crew, food is thrown everywhere, punches are flying, it’s just amazing! Music is starting to play all of a sudden, sounds like it’s Gamorrean Rock idol Snork’s classic album, “When Pigs Fly”. The bass is pounding, security’s trying to push their way through, it’s all a massive disaster. Until BAM- one of the loading crew goes down like a sack of meatlumps, Security is right there though, as they catch the tail end of one of the best ship-board fights we’ve seen in a long time. The XO isn’t going to be happy about this one bit.

The footage changes from camera angle to camera angle as it tracks the group

Well, it looks like not only are they not in trouble with the XO, they’re getting sent on a mission! They’ve spent an awfully long time in his office though, and it looks like it’s something important as they’re all carrying weapons this time. Coming up to Deck C, it looks like the Cockroach is the vehicle of choice, oh very brave! With hundreds of man hours and the assurances of every mechanic on board, the Cockroach has gained a fair pot on when it would finally kill its pilot, with most credits being slung on sometime this solar year! I don’t hardly blame then giving the old bird another once-over as they grill the maintenance chief on everything. First one in is Doxic as the newly hired pilot leads the way, followed closely by the others. That hunk of durasteel is in the air as it heads out the hangar, which is where I’ll be leaving you tonight! A quick reminder to all crewmen that Comedy Night will be held in the mess hall tomorrow evening with limited seating, so come early and grab your spots!

It’s been a pleasure hosting this cycle’s hiring draft and remember to tune in to RNT, your only source of Redeemer News Tonight!

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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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