The Misha Campaign Log
The Marquis leaves the ship, and the new barbarian captain takes them
straight into disaster.
Helia has to call on all her skill to get the Third Eye to
safety... but it's quite an
unpleasant safety.
A shore party leaves the Third Eye to explore the shopping and
drinking at the starport.
A series of misadventures leaves the active crew a little short.
Someone loses some limbs, and the ship gains a First Officer.
The ship is almost ready to leave. But there's some unfinished
business first.
The Third Eye is running well, and travelling quickly.
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.
The Third Eye reaches their destination, but disaster strikes
almost immediately.
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.
There has to be a light switch somewhere, right?
Communications are difficult, but finally they're learning each others'
language.
The crew potters around, amusing themselves with minor tasks.
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?
They leave the Red Zone, but not to
find the reception they expected.
Shark regains consciousness.
(22) Nightshade -- 124-1121 to
144-1121
The ship finds a name, and a new journey starts...
Robert finds a new way of thinking.
The Nightshade draws attention to itself.
(25) Obligations -- 151-1121 to 152-1121
Discussions revolve around duties.
Why is this backwater so unexpectedly busy?
(27) Video Games -- 158-1121 to 166-1121
So many ways to play with the computer!
An Imperial Marine? A ship's gunner? Here?
An evening in town provides an opportunity to get to know the lady.
Everyone is anxious to be leaving.
They are back on their favorite world.
Getting used to the world again, and preparing to go to the forest.
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?
The lightning suppression system is quite interesting.
Apparently the Sheriff's message travels by a private route.
(37) The Egg -- 199-1121
Should they talk to the gnomes?
So many conspiracies -- a choice has
to be made.
Finding out what's going on isn't as
simple as it used to be.
They tell the Marquis what's been happening in his absence.
Leaving Mora requires care and haste.
...to his homeworld.
Yet another lady wants to ship out with them.
Is this newcomer a thief, or legitimate? Whatever, he's the
second person on Spirelle who wants offworld with them.
Allys Hollow was luxurious, but then so is the Nightshade.
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.
The investigation descends into violence.
This time the infiltration is much more successful.
(51) Business Trip -- 288-1121 to
289-1121
The "businessmen" settle in.
They get to know some of the locals.
(53) Whisky Galore -- 290-1121 to
293-1121
Bootlegging offers some easy profits.
But is it worth a quarter of a million?
The ship and jelly beans fly.
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.
Nightshade turns to belt mining.
They move on to another system, and keep flying through asteroid belts.
The crew members' training has come to fruition.
The search of the Bowman Belts proves interesting.
Catching up with the news is a priority while travelling.
Arriving early for their appointment, they find an unexpected
"acquaintance."
Before heading for the Forest, there's time to relax and enjoy the
social side of travelling.
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.
Control starts to shift to Nightshade's crew.
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.
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.