The Misha Campaign Log

(1) Change of Command -- 277-1120 to 301-1120

The Marquis leaves the ship, and the new barbarian captain takes them straight into disaster.

(2) Cold Salt Spray -- 301-1120 to 311-1120

Helia has to call on all her skill to get the Third Eye to safety... but it's quite an unpleasant safety.

(3) Gone Fishing -- 311-1120

A shore party leaves the Third Eye to explore the shopping and drinking at the starport.

(4) Drinking and Driving -- 311-1120 to 312-1120

A series of misadventures leaves the active crew a little short.

(5) But First, Are You Experienced? -- 312-1120 to 315-1120

Someone loses some limbs, and the ship gains a First Officer.

(6) Uninvited Guests -- 315-1120 to 317-1120

The ship is almost ready to leave.  But there's some unfinished business first.

(7) Making Progress -- 317-1120 to 349-1120

The Third Eye is running well, and travelling quickly.

(8) Welcome on Board -- 355-1120 to 363-1120

A new crew member, in a quite unexpected place.

(9) Here At Last -- 363-1120 to 026-1121

Finally they've arrived where the Professor should be.  Should be...

(10) Meet the Girls -- 026-1121 to 029-1121

The Professor has some friends.

(11) Into the Fire -- 029-1121 to 051-1121

They leave the Professor behind and head for the unstable sun.

(12) Fire in the Hole -- 056-1121 to 060-1121

The Third Eye reaches their destination, but disaster strikes almost immediately.

(13) X Marks the Spot -- 060-1121 to 071-1121

This must be the treasure trove, but what is it and who put it here?  And why?

(14) Into Blackness -- 106-1121 to 107-1121

The contents of the container are revealed.

(15) Light in the Black -- 108-1121

There has to be a light switch somewhere, right?

(16) Learning to Talk -- 109-1121

Communications are difficult, but finally they're learning each others' language.

(17) Just Another Day -- 109-1121 to 111-1121

The crew potters around, amusing themselves with minor tasks.

(18) And It Stoned Me -- 111-1121 to 112-1121

Is expanding one's mind a good reason for a late-night party?

(19) Ready To Go -- 112-1121 to 115-1121

Is this a maiden flight?

(20) Welcoming Committee -- 112-1121 to 122-1121

They leave the Red Zone, but not to find the reception they expected.

(21) The Sleeper Wakes -- 122-1121 to 123-1121

Shark regains consciousness.

(22) Nightshade -- 124-1121 to 144-1121

The ship finds a name, and a new journey starts...

(23) No Common Language -- 144-1121 to 150-1121

Robert finds a new way of thinking.

(24) A Dramatic Return -- 151-1121

The Nightshade draws attention to itself.

(25) Obligations -- 151-1121 to 152-1121

Discussions revolve around duties.

(26) Tourist Trap -- 158-1121

Why is this backwater so unexpectedly busy?

(27) Video Games -- 158-1121 to 166-1121

So many ways to play with the computer!

(28) Damsel in Distress -- 166-1121 to 173-1121

An Imperial Marine?  A ship's gunner?  Here?

(29) Dinner Date -- 173-1121

An evening in town provides an opportunity to get to know the lady.

(30) A Tense Wait -- 174-1121

Everyone is anxious to be leaving.

(31) Back to Digitis -- 174-1121 to 181-1121

They are back on their favorite world.

(32) Acclimatization -- 181-1121 to 183-1121

Getting used to the world again, and preparing to go to the forest.

(33) On the Threshold of a Dream -- 183-1121 to 186-1121

It's off into the forest with their native friend, apparently to get stoned.

(34) Enlightenment -- 186-1121 to 187-1121

How can understanding nothing be so hard?

(35) How Do They Do That? -- 186-1121 to 190-1121

The lightning suppression system is quite interesting.

(36) That's not Xmail -- 190-1121 to 199-1121

Apparently the Sheriff's message travels by a private route.

(37) The Egg -- 199-1121

Should they talk to the gnomes?

(38) But Which Lead to Follow? -- 199-1121

So many conspiracies -- a choice has to be made.

(39) Getting the News -- 200-1121 to 229-1121

Finding out what's going on isn't as simple as it used to be.

(40) We... uh... Lost Your Ship -- 235-1121

They tell the Marquis what's been happening in his absence.

(41) Take the Data and Run - 235-1121 to 236-1121

Leaving Mora requires care and haste.

(42) The Reindog Returns -- 242-1121 to 243-1121

...to his homeworld.

(43) Another World, Another Girl -- 249-1121

Yet another lady wants to ship out with them.

(44) And Then There Were Two -- 250-1121 to 253-1121

Is this newcomer a thief, or legitimate?  Whatever, he's the second person on Spirelle who wants offworld with them.

(45) From Resort to Resort Ship -- 253-1121 to 263-1121

Allys Hollow was luxurious, but then so is the Nightshade.

(46) Road To Nowhere -- 263-1121 to 274-1121

Jumping to an empty hex shouldn't be this routine.

(47) Sneakers -- 283-1121 to 284-1121

Covert operations begin on Wonstar.

(48) The Intruder -- 284-1121 to 286-1121

Misha shows hidden skills.

(49) The First Shots -- 286-1121 to 288-1121

The investigation descends into violence.

(50) Through A Glass Quietly -- 287-1121 to 289-1121

This time the infiltration is much more successful.

(51) Business Trip -- 288-1121 to 289-1121

The "businessmen" settle in.

(52) From the Bar To the Courthouse -- 288-1121 to 291-1121

They get to know some of the locals.

(53) Whisky Galore -- 290-1121 to 293-1121

Bootlegging offers some easy profits.

(54) Yo Ho Ho and a Bottle of... Bourbon -- 292-1121 to 295-1121

But is it worth a quarter of a million?

(55) Flying Jelly Attack -- 295-1121 to 296-1121

The ship and jelly beans fly.

(56) Inaction and Reaction -- 296-1121 to 299-1121

After welcoming their kidnap victim on board, they provoke a response from Rosebud.

(57) Loose Lips -- 298-1121 to 311-1121

The crew talk about a lot of things in front of their guest; now he knows more than enough to be a target of INISO.

(58) Staking A Claim -- 311-1121 to 316-1121

Nightshade turns to belt mining.

(59) The Journey Continues -- 316-1121 to 339-1121

They move on to another system, and keep flying through asteroid belts.  The crew members' training has come to fruition.

(60) Not What We Were Looking For -- 339-1121

The search of the Bowman Belts proves interesting.

(61) Chasing the News -- 007-1122 to 043-1122

Catching up with the news is a priority while travelling.

(62) Look Who's Here -- 049-1122

Arriving early for their appointment, they find an unexpected "acquaintance."

(63) Social Intercourse -- 049-1122 to 051-1122

Before heading for the Forest, there's time to relax and enjoy the social side of travelling.

(64) Rules of Engagement -- 051-1122 to 054-1122

The Sheriff and his Steward set out the conditions of the meeting.

(65) Dialogues -- 055-1122 to 059-1122

The away team talk to everyone, expected and unexpected.

(66) Negotiations -- 058-1122 to 059-1122

It's the meeting with Mike.

(67) Who Cares? -- 059-1122 to 060-1122

After all, it was all so very long ago.

(68) Turning the Tide -- 059-1122 to 060-1122

Control starts to shift to Nightshade's crew.

(69) Talking with Mary -- 059-1122 to 062-1122

The negotiations end.

(70) Coming Out -- 061-1122 to 075-1122

Nightshade's crew are openly being themselves -- but one of them more unexpectedly than the rest.

(71) Let's Do Lunch -- 076-1122 to 077-1122

Business lunches, designer boutiques, and a restaurant on the beach.

(72) Corporate Ownership -- 077-1122 to 090-1122

Just who owns who, exactly?

(73) The Agreement -- 090-1122 to 094-1122

It's signed.

(74) Moving On -- 093-1122 to 098-1122

Concluding one chapter and moving on to another.