Started my campaign today and it went awesomely!!

Reborn

Mongoose
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.
 
Next installment -

Fresh from their punch-up on the station at Ka'Toc, our three adventures continue along the final leg of their journey to Narn.

As they land on Narn and find the address given to them by Mr Rino, the trio is confronted by a female Narn at the door, who, after some persuasion, let's them in to talk to T'karn. It just so happens that T'karn is on his death bed, and no longer has the Eye - he sold it for a fraction of its worth when he was a young Narn travelling on the Drazi homeworld. After a little "persuasion" to the tune of 1000 credits (courtesy of Mr Rino), T'karn gives up the name of the shop where he pawned the Eye. When asked how the Eye came into his possession, T'karn tells them that his grandfather looted it off of a Centauri noble during the reclamation of Nashok.

Amazingly the team make it to the Drazi homeworld without incident, where after some searching they find the shop, owned by a Drazi called "Zon". When asked about the Eye he pretends to know nothing, and so the team are forced to use somewhat unsavoury methods - namely, pointing a gun to his head. Zon says that the Eye is in the back part of the shop, and rushes off to a back door with the team in hot pursuit. They stop him before he gets to the door and escapes, and he is frogmarched upstairs to his bedroom, where the Eye lies in a chest. He says he will sell it for 500000, but when Mr Rino's chit is proffered he says that "Zon only take cash or cheque with business card" (I was trying to play him as a cross between Apu from the Simpsons and Thog from the Order of the Stick). At gun point he is told to take the Eye out of the chest and hand it to them, but as he bends down to pick it up he draws a knife from his sleeve and slashes Tu'kar. He runs towards the stairs, but is headed off and instead is forced to jump out of a balcony onto the street below.

As he runs of down the street Clemenceau and Tu'kar follow him off the balcony, but Tu'kar lands awkwardly and Bourbon takes the stairs. As he turns off into a side alley and disappears from view, Clemenceau arrives in time to see him blasted by two Centauri with PPGs. The other two see Clemenceau's hands shoot up and stop short of the alley, unseen. As Clemenceau keeps the Centauri talking (there are four, two with PPGs, two with knives), the other two of the team circle round via another alley way and hide behind a bin about ten metres away from Zon's corpse, the Eye, and the two Centauri with knives. About five metres on are the two Centauri with PPGs in Clemenceau's face.

Tu'kar takes aim with his PPG but Bourbon throws a hand grenade at the two Centauri with knives. However, it was a poor throw, and the grenade spins out of control, bouncing off the left side of the narrow alley and landing a few feet from Clemenceau and the gun-toting Centauri. Everyone dives for cover, and the grenade goes off. One Centauri dives after the flailing Clemenceau, shielding him partially from the blast, and they are blasted to the ground. Clemenceau is knocked out from the power of the explosion. Another Centauri takes a pretty bad hit from the grenade, but manages to survive. The other two Centuari pick up the Eye and try to escape, but one falls awkwardly. A bloody gun fight ensues, in which all the Centauri are taken to minus hit points, and one of them takes a shot full in the face and is massacred.

As sirens are heard from all around, Bourbon and Tu'kar make a swift exit (having taken two rather odd looking symbols from the Centauri that weren't too badly scorched), Bourbon clutching the Eye and Tu'kar holding Clemenceau over one shoulder. They hide in a bar, where they are seperated as Tu'kar is forced to climb out of a bathroom window to avoid an encounter with the police, whereas Bourbon and Clemenceau are forced to convince the Drazi in the bar to attack the policeman, as they say that they have seen him secretly wearing green scarfs at night, when the Purple Drazi are currently dominant. Using their links on a private channel they meet and Bourbon hands Clemenceau over to Tu'kar. Bourbon goes to get the ship in the sky before the policemen escapes from the bar to give a description, while Tu'kar goes to get some drugs from a pharmacy for Clemenceau, which temporarily give him positive hit points. They rush to a point on the edge of town, where they are picked up by Bourbon and they make it to the jump gate before it is locked to their ship.

Back on Babylon 5, Mr Rino gives them the promised credits, plus a bonus of 500 each for delivering the symbols - symbols of House Jaddo. He thought they would be of value to his employer. He also says that if he needs anyone for a similar job he will let them know.

After Mr Rino has departed, a man with slicked black hair and a very confident air about him comes up and asks to speak to Captain Bourbon alone, regarding a job. He says that the people he represents can pay very well for the service as long as no questions are asked - it is a simple transportation mission. They are to pick up supplies from a planet on the Rim and transport them to a planet in the LoNAW. Captain Bourbon agrees, and the man gets up to go, but pauses, and turns around.

"What do you want?"

And that concludes the first session. So, what do you guys think, don't pull any punches.
 
Well good thing the group is unfamiliar with the series. Hate having OOC knowledge come about when dealing with a major npc. But its looking interesting.
 
So what should I get my team of ill-fortuned freelancers to do next? I was either thinking of having them transport telepaths to Z'ha'dum, or those ship control devices to the LoNAW. Several seasons premature, but who says the times they were mentioned in the show is the only time they came in to use for the Shadows?
 
Depends on what duration of game you're looking for. Honestly, I'd go slow. Give them a totally mundane mission from the Shadows. If they have any suspicions, a perfectly normal milk run (perhaps with raiders or a stow away or something to liven things up) will settle them down. They'll watch for problems and betrayal, and when it's perfectly mundane, they'll relax a bit. After that, give them something slightly illegal, like smuggling food past a blockade. Something that can be used as blackmail, and something that starts them on the slippery slope of justifications. By the time they are asked to smuggle human children to be used in Drakh bio-mod experiments, well their activities are all on the record...it'd be a shame if they were hunted by the Earth Alliance, after all...not to mention the vast wealth and benefits in working for the Shadows, etc etc.

Plus it makes their final victory all the sweeter. Or their fall all the more tragic. If they're going down this road, use Londo's rise and fall as inspiration.

And if you really want to work, make sure the missions still further the Shadows' goals of chaos (the food going to rebels who will prolong a war, for example) but don't look at all bad on the surface.
 
Gabriel_Luna said:
Plus it makes their final victory all the sweeter. Or their fall all the more tragic. If they're going down this road, use Londo's rise and fall as inspiration.
Rather amusingly, when asked "What do you want?" by Morden, the PC he was asking answered "An end to the vicious oppression of the colonies by the Earth Alliance." I see some rather amusing repercussions, but, as you say, not yet. Taking it slow is a good idea, I agree. It's good when people do that in Call of Cthulhu - start off with a couple of perfectly mundane missions with some red herrings, then start the scary shit.
 
Call of Cthulhu is easily my favorite game to run. I approve. Plus B5 has a lot of Lovecraftian parallels and themes.

On that topic though...that sounds similar to G'Kar's answer. After they've proven themselves capable, you might want to have a follow-up question or two. "An end to oppression, yes, but WHAT do you want?" and press until they give a specific answer like "EA military off Mars" or something. Morden's last question to G'Kar in that scene is key: "Then what?" If they show ambition as well as a desire for revenge, they might qualify for the full Londo treatment. :twisted:
 
:lol: Imagine Proxima 3 using mass drivers on Earth :lol:

I thought about that, and I've decided that if he says something like he wants the colonies to become a real power in the galaxy then he'll give them the "Londo treatment".

But I doubt it will come to that, because I intend them to get stopped and boarded by a Nolo'tar Ranger Frigate when they're on a Shadow mission. I haven't decided what will happen then, but it should be interesting.
 
Sounds like a good plan then. Having the PCs under suspicion from the "good guys" makes them work harder, and that's always a good thing.
 
I'm thinking about the LoNAW civil war idea - delivering food and supplies to a rebel fortress under siege.

I have cool ideas about them having to take out the AA platforms surrounding the fort before they can make the drop - they will have to take out a large generator or something, and then they will be chased by some League fighters which they will have to fight probably.

If I decide they have to land inside the fortress to deliver the cargo then maybe the loyalists will stage the assault while they're inside and they'll have to help out with the defence, or something. Ideas?
 
A possible Shadow influenced job could be to smuggle weapons to the organizers of the coup on Akdor. That would tie in to the second season episode "GROPOS" (where Dr. Franklin's father, Gen. Franklin uses B5 as a staging are for the troops of the 356th.

Just one more ant hill in the Shadow's domino theory of species development.

Regards,
Larry
 
Seems like that was a very nice game. I'll start mine soon and it's also with three players unfamiliar with the series (one saw a handful of episodes from season 1, the others saw nothing) and it's nice to know it worked out for you. It gives me hope for my campaign.
 
I start mine on the 16th of this month

i have 1 Narn

1 Centari

2 Minbari Rangers "In the eyes of a ranger,
The unsuspected stranger
Had better know the truth of wrong from right,
Cuz the eyes of a ranger are upon you,
Any wrong you do he's gonna see,
When youre in Texas look behind you,
Cuz that's where the rangers are gonna be"

1 Human Merc / Security officer

and 2 people to roll up
 
And the adventure continued last weekend, with the players bringing supplies to the rebels on Akdor. Body Count: 15. Details to follow.
 
My game finally continues after a xmas shutdown next week. They are about to find out some of the repercussions from actions in the last 10 sessions to date, as well as find out they have this nice shiny old vessel to look after...

Playing through the Ragged Edge (more or less) and they completed Excess Baggage in their last session.
 
Back
Top