Wild Black Yonder

Episode 2
Wild Black Yonder

*Wild Black Yonder

_It is a period of unrest and opportunity in the galaxy. The Galactic Empire struggles to maintain control in the midst of Civil War. Meanwhile Scoundrels and Smugglers, Explorers and Expatriates, and Fringers of all types scramble for a living on the edges of galactic civilization. It is a hard life, but these renegades have more freedom and opportunity than any citizen of the Core Worlds.

These ne’erdowells, Cain, a troubled Jawa computer expert, R5-T7, a covert assassin droid, and Arnis Sokotoski, a disgraced Imperial with a grudge have been drawn together by the strings of fate on a decomissioned Trade Federation space station. Now woven together, they head out into wild space, looking to explore an undiscovered by society planet.

Having already braved a terrorist attack from the Followers of the Blessed Void, a cult bent on bringing society to it’s knees, and the murder of their savior, Yithrax Kodo, an Ithorian ship captain of the Intrepid Adventurer. They head out from their new employer, Pala Al’Durir, a Falleen archeological professor based in Liarra, they seek adventure, knowning not what awaits them.
*_

Over the last couple days, Arniss has been getting treatment from the field medic, to try and patch up some of his wounds. She was successful, but his attempts to woo her were not. ’You’re just not smart enough for me.’ She finally tells him.

The party is called in, and introduced to 2 more members of their field team, a
Trandoshan Big Game Hunter and a Dug Survivalist. They set out to their unexplored system, and land on a jungle planet, they determine off of some basic scanning. Anything further is blocked by some interference.

They land in a clearing, and set out. The sweltering heat takes it’s toll on most, but some of the Outdoorsmen and the Jawa are less impacted by the heat of this dual sunned jungle. The first day goes rather uneventfully. At night, the watch discovers a carnivorous plant near camp and directs everyone away from it.

They find what seems like an overgrown path, and begin following it. Down a bit further, it looks like something has been clearing it. They continue on and are ambushed by an Acklay. It does a number of Arniss, leaving him At The Brink, but within short order, the party has felled the beast, with Levington Queensland Argyle the 5th landing the killing blow.

They continue onward for a great distance. Eventually, Cain notices flecks of plating in the moss they are walking through. They go to take a closer look, and the very ground beneath them awakens. A mass of organic plant matter fused with machinery comes to life, massive tentacles whipping about, attempting to find what has disturbed it. The Big Game Hunter recalls reading about the possible existence of things like this, as left overs from a Precursor race. A few members of the party are horrified by this discovery, and they all manage to quickly run off of the mass that’s the size of a city block. It begins surging towards them, and they run for their lives. Rog, their field leader stumbles and the party panics, but sadly the medic was just not fast enough, and is caught and consumed by the mass. This buys Rog enough time to continue on, and they run and run, until they look down, and they’ve run onto a platform made of silver.

They explore this massive platform and find 2 bunkers and a massive pillar. The Jawa notices that he’s got a signal on his datapad. He’s positively delighted, and goes into a frenzy of computer activity. The party find their way into the bunkers splitting up to check out each bunker, they find stairs leading down, the Astromech’s worst enemy…

Cain realizes this is some sort of giant antenna. He finds another, weak signal while down in the one bunker. They find a mass of computers in the bunker, but Cain has already wandered off, toward the pillar. He goes in, and finds a 2 meter tall insect in a stasis tube. He frees it as the party shows up. It introduces itself as Krk, a servant of the precursors. It begins communicating with them telepathically, which drives the droid insane. He can only hear some of the conversation. Krk reveals that this was a relay station used for communication, and that there are more like it.

The rest of the party shows up with a bunch of precursor artifacts, and Rog levels her blaster a moment after seeing Krk. She asks how many of it’s kind there are and if it’s male of female. Krk responds 1, and male. Krk offers to accompany them offworld since his purpose is long ago fulfilled, and they accept.

Meanwhile, Cain has turned on the relay, hoping to use this, and others like it to set up his own network of communications.

They continue looking around the place for a week, and head back to a very pleased professor Al’Durir. She pays them a bonus, and they settle upon naming the planet Relay…

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Episode 1
Beginning Of The End

Episode 1: The Beginning Of The End

*_A long time ago, in a galaxy far, far away…

It is a period of unrest and opportunity in the galaxy. The Galactic Empire struggles to maintain control in the midst of Civil War. Meanwhile Scoundrels and Smugglers, Explorers and Expatriates, and Fringers of all types scramble for a living on the edges of galactic civilization. It is a hard life, but these renegades have more freedom and opportunity than any citizen of the Core Worlds.

On a Imperial free space station known as The Wheel, a few such societary washouts have business here. Despite their disapparate backgrounds, these oddballs find themselves drawn together by the strings of fate…_
*
The party found themselves here for various reasons, R5, tracking a quarry, a droid terrorizing the area, Cain, because he had just done shady work for the local Imperials, and Arniss, because he was bodyguarding a Corellian merchant passing through, one Tabrese Chodo.

Waiting to go through the spaceport security check, an agitated man getting checked out pulls out a knife and quickly stabs the security officer. Suddenly, others drew weapons and began firing into the crowds. The first man cried out, ""The end of profaning the void is at hand! This manmade cancer shall be burned, as shall all others like it! So sayeth the Followers of the Blessed Void!"

With that, Arniss sprung into action, attempting to fight off some of these terrorists. R5 fired off a stun grenade into a crowd of them, and Cain looking to help from a computer terminal. Soon, they were overwhelmed and fled the scene. They looked for passage off this station, and were turned down numerous times by fleeing ships into an Ithorian in beat up spacer gear waved them and a crowd of refugees into his hold, shutting it as the cultists arrived. They took off quickly, and left for Lianna, which thankfully for Arniss, was where his client was already heading.

The Ithorian captain introduced himself as Yithrax Kodo, and explained that he was hauling them to safety on Lianna, along with some stones to an archeology professor. The professor might have some work for them, if they’re looking for a few bucks.

They meet Levington Queensland Argyle the 5th and his Gran ‘manservant’ Burke. Levington is a boisterous and enthusiastic noble looking to prove his worth in his chosen field, archeology, he was heading to Lianna himself, to present himself and his letter of recommendation from his cousin to the head of the archeology department there.

Partway through their trek, a bloodcurdling scream disturbs them. People rush to find a refugee standing in front of the dead body of Yithrax. An investigation of the murder scene indicates that the cockpit doors were shut at the time, and Yithrax bellowed, doing damage to the cockpit. The mortal wound was from a jagged knife.

The party tries a few avenues of investigation that are fruitless and cause panic amongst the refugees, until they recall the Ithorian Bellow, and look for someone with hearing problems. They single the man out, and he attacks Arniss, but is put down by a smack from a whip from Levington. They decide to tie the unconscious murderer up.

Meanwhile, Cain is looking at the cockpit computers, and notices that their course is plotted directly into the Lianna sun. He asks the astromech droid for help, but finds out that R5 is useless in his normal profession. The Jawa panickedly programs in new coordinates, but passes out from the strain. A bit off course, but safe, R5 pilots the ship down to Lianna’s capital, and after getting questioned about the events, they head with Yithrax’s cargo, cases of ancient stones, to the Lianna Collegium to turn in his final mission at least.

There, they meet Pala Al’Durir, a Falleen professor in charge of the archeology department, and curator of a museum she’s setting up. Pala ends up hiring the PCs are part of a crew to investigate a world out in Wild Space for 500 credits a piece. They are introduced to the rest of their crew:

Anjo Kodo, Yithrix’s son, Ithorian Pilot
Ashley Tobias, Human Field Medic
Levington Queensland Argyle The 5th, Human Researcher
Burke, Gran Security
Rog’aruat’dozo- Chiss Field Leader/Scout

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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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