Well, today I finally started the campaign I've been planning for several months.
My players, a team of three, took the rolls of freelancers looking for work that takes them all over the galaxy, using the station at their "base" for finding work.
I purposefully chose players who were relatively unfamiliar with the series so I could tie the adventures in nicely. For example, they do not know who or what the Shadows are, or that the Vorlons are First Ones. Therefore they enjoy the suspense and excitement that we got when we first watched the series. As you will soon realise, this adventure takes place directly before the events of "Signs and Portents" in Season 1.
The crew of the Myrmidon-class LCV "Baxter" consists of Captain Christian Bourbon, a dishonourably-discharged 1st-level Human OFficer (Fleet) from Proxima 3, Herve Clemenceau, a 1st-level Human Worker (Blue Collar - Engineer) from Mars, and Tu'Kar, a 1st-level Narn Soldier off of active duty from Homeworld.
The first adventure starts with Bourbon and Clemenceau travelling around the Earth colonies looking for survey work. However, without a reference from previous clients they are finding it more than difficult. In desperation, Clemencaeu cashes in on his influence in the criminal underworld to find them a job, albeit a quasi-legal one. They are to meet their employer in a bar on the centre of the galaxy - Babylon 5.
They go to the casino and look for the man at the bar reading "The Universe Today," and order Bravari as instructed. Tu'Kar is also at the bar, as he has come for the station looking for work as well in the interim before the next Narn-Centauri spat, but they haven't noticed him yet.
The characters soon realise they are onto a lucrative deal, as the man, one Mr Rino, reveals that if they take the job they will be finding the Centauri Eye, an artifact of great value and import to the Centauri. He offers them 8000 credits, half in advance and all expenses paid as a fee, and as the Captain and his Engineer confer elsewhere, Mr Rino spots Tu'Kar at the bar and employs him as their guide on Narn and their protection in general. When Bourbon and Clemenceau return Rino offers to sweeten the deal to 15000 between the three of them with 5000 in advance between them if they'll take Tu'Kar along with them. They agree.
Rino gives them the only lead they have - a Narn on Homeworld called G'Karn may have had the Eye as a family heirloom, and may either still have it, or know where it is. He gives them one final warning before they depart - other Houses will be interested in obtaining the eye - Houses Mollari and Kiro may be trusted, but they should beware of others.
They choose a four jump route to Narn, through the LoNAW - minor jump routes - let's just say they want to avoid any Centaurial entanglements (and yes, they were getting paid 5000 now, and 10000 when they reach Narn). All goes well until they stop off to resupply and troubleshoot their ship at Ka'Toc. They park their ship in the space drop and visit the orbital station. Although it is a Narn station, they go to visit a mixed-race bar, where they do a little light gambling, and then the barman turns on the vidiscreen onto ISN. It turns out that at the time of this adventure the EA colonies are annoyed about budget cuts by Earth to their yearly support money given to the colonies, and as such are refusing to send their respective resources to Earth -
"Not since the Mars riots has their been such tension between Earth and her colonies. As President Santiago threatens trade embargos and sanctions, the colonies warn that they will cecede from the Earth Alliance if he takes any such action."
At this point a table of humans begin to make disparaging remarks about "damn Colonial scum," and a full-scale bar brawl ensues, with the Engineer suprisingly scoring a KO with his first punch (critical hit followed by a 3 on his D3). Sadly, Captain Bourbon for some insane reason chose to use lethal damage (he had taken the Brawler feat), and critically injures one of the combatants. Rifle-in-hand, the barman tells the trio to "get ye gone," and they are asked to leave early by station security, without their ship properly resupplied.
More in the morning, it's 3.30 and I'm knackered.
My players, a team of three, took the rolls of freelancers looking for work that takes them all over the galaxy, using the station at their "base" for finding work.
I purposefully chose players who were relatively unfamiliar with the series so I could tie the adventures in nicely. For example, they do not know who or what the Shadows are, or that the Vorlons are First Ones. Therefore they enjoy the suspense and excitement that we got when we first watched the series. As you will soon realise, this adventure takes place directly before the events of "Signs and Portents" in Season 1.
The crew of the Myrmidon-class LCV "Baxter" consists of Captain Christian Bourbon, a dishonourably-discharged 1st-level Human OFficer (Fleet) from Proxima 3, Herve Clemenceau, a 1st-level Human Worker (Blue Collar - Engineer) from Mars, and Tu'Kar, a 1st-level Narn Soldier off of active duty from Homeworld.
The first adventure starts with Bourbon and Clemenceau travelling around the Earth colonies looking for survey work. However, without a reference from previous clients they are finding it more than difficult. In desperation, Clemencaeu cashes in on his influence in the criminal underworld to find them a job, albeit a quasi-legal one. They are to meet their employer in a bar on the centre of the galaxy - Babylon 5.
They go to the casino and look for the man at the bar reading "The Universe Today," and order Bravari as instructed. Tu'Kar is also at the bar, as he has come for the station looking for work as well in the interim before the next Narn-Centauri spat, but they haven't noticed him yet.
The characters soon realise they are onto a lucrative deal, as the man, one Mr Rino, reveals that if they take the job they will be finding the Centauri Eye, an artifact of great value and import to the Centauri. He offers them 8000 credits, half in advance and all expenses paid as a fee, and as the Captain and his Engineer confer elsewhere, Mr Rino spots Tu'Kar at the bar and employs him as their guide on Narn and their protection in general. When Bourbon and Clemenceau return Rino offers to sweeten the deal to 15000 between the three of them with 5000 in advance between them if they'll take Tu'Kar along with them. They agree.
Rino gives them the only lead they have - a Narn on Homeworld called G'Karn may have had the Eye as a family heirloom, and may either still have it, or know where it is. He gives them one final warning before they depart - other Houses will be interested in obtaining the eye - Houses Mollari and Kiro may be trusted, but they should beware of others.
They choose a four jump route to Narn, through the LoNAW - minor jump routes - let's just say they want to avoid any Centaurial entanglements (and yes, they were getting paid 5000 now, and 10000 when they reach Narn). All goes well until they stop off to resupply and troubleshoot their ship at Ka'Toc. They park their ship in the space drop and visit the orbital station. Although it is a Narn station, they go to visit a mixed-race bar, where they do a little light gambling, and then the barman turns on the vidiscreen onto ISN. It turns out that at the time of this adventure the EA colonies are annoyed about budget cuts by Earth to their yearly support money given to the colonies, and as such are refusing to send their respective resources to Earth -
"Not since the Mars riots has their been such tension between Earth and her colonies. As President Santiago threatens trade embargos and sanctions, the colonies warn that they will cecede from the Earth Alliance if he takes any such action."
At this point a table of humans begin to make disparaging remarks about "damn Colonial scum," and a full-scale bar brawl ensues, with the Engineer suprisingly scoring a KO with his first punch (critical hit followed by a 3 on his D3). Sadly, Captain Bourbon for some insane reason chose to use lethal damage (he had taken the Brawler feat), and critically injures one of the combatants. Rifle-in-hand, the barman tells the trio to "get ye gone," and they are asked to leave early by station security, without their ship properly resupplied.
More in the morning, it's 3.30 and I'm knackered.