What has came before
The characters have joined Spelljammer Academy, an elite training ground where humanoids come from across Realmspace to train to be Spelljammers and protect Faerun from the threats of Wildspace. You complete your orientation, and save the leader of Spelljammer Academy, Mirt the Merciless, from a package of neogi spawn you delivered to him while deeply hungover.
Next, the characters do an competitive training mission to retreive a log book. Before the mission, they meet a down on his luck cadet named Mikan Haverstance. The characters successfully retreive the log book and rescure the competing group, including Mikan. Upon return, the holodeck the simulation chamber blows up due to sabotage. The leaders of Spelljammer Academy blame the sabotage on a Mercane named Vorcath who has a grudge with Mirt.
Finally the characters get their first mission - travel to H’catha, a beholder planetoid, and retrieve a piece of a meteorite. First the characters commander a behold space jammer and deal with the unwelcome unhabitants. Unfortunately, Mikan sabotaged the ship at Vorcath’s direction, accidentally killing Petty Officer Winston Ryeback. Saerthe and Tarto come meet the characters, send Mikan back to the academy as a prisoner, and go with the characters to H’Catha.
Once the characters arrive on H’catha, they locate the meteorite and negotiate with some beholder kind before dealing with a zombie beholder on the beach. They return to the academy successful, but that night a strike force sent by Vorcath attackes the academy seeking to steal a ship and exfiltrate Mikan. When it is clear the party will defeat the strikeforce of giff and githyanki, and githyanki beheads Mikan and beams up to his spelljammer to escape.
Characters
- Tak’ta - Thri-kreen Druid.
- Forgot his origins, travels the Astral Sea looking for enlightenment
- Encountered aspect of Celestian, convinced him he was on the right path.
- Spoon - Bugbear monk Way of the Astral Self
- Spoon grew up on a monastrary on Akari island in Kara-Tur. He fled when taken over by invaders and became a pirate.
- Allies:
- Cook Pirates - original crew, only the cook Knives remains.
- Moonlit pirates - werewolves who mutinied on vampire captain, ran into murder comet and scattered.
- Enemies
- Prankster Pirates - what happens when you don’t actually know what a space clown is.
- Barth Silvertongue - Hadozee bard college of spirits
- Crossed paths with a deity in the Astral Sea, meant something to him. Tymora maybe?
- Tik’drik
- Lucian Stormborn
- Tired of his father the banker
Outline/Scenes
- Chapter 1: Astral Rain
- Astral Rain
- Prior to scene characters have heard about meteor showers appearing across the land.
- After box text, characters can:
- fight 6 astral blights, but more keep showing up.
- Follow Elaina to the docks
- Investigate the crystalline vine
- Goal is for characters to try to leave town, so every path ends up leading to the docks.
- Danger in the streets
- If the characters linger in town 3 things can go wrong:
- Astral Blights show up
- Tremors cause buildings to collapse and characters have to evade
- Terrified citizens show up, running to the docks
- Trouble at the Docks
- a bandit captain named Traevus blocks people trying to get to ships while he loads merchandise.
- Wisdom (Persuasion) check DC 10 to take on characters as crew
- Once characters board Moondancer, ship lifts off. Sartell tells characters she has a message from Mirt at Spelljammer Academy: Figure out what the hell is going on.
- Chapter 2: Attack of the Star Moth
- Characters see vines overtaking Faerun from Wildspace
- Eleina suggests someone at the Rock of Bral may know what’s happening.
- Character get short rest
- A group of Astral Elves aboard a Star Moth attack the characters.
- Starting distance: 500 ft
- Two ballista
- Ship pulls alongside and 3 astral elves board. If two fall, the third retreats and the star moth flies off.
- If the characters take prisoners, they can learn:
- The astral elves, by order of Emperor Xavan of the Xaryxian Empire, are responsible for dropping astral seeds on the party’s home world.
- The leader of the astral elf forces in this Wildspace system is Commander Vael. Most of Commander Vael’s fleet has already begun sailing back to Xaryxispace. The Dark Star was left behind to monitor the astral seeds’ progress.
- The vines and astral blights will feed on the planet’s energy and that of its flora and fauna until the party’s home world is a dead husk, a process that takes several months. The energy then will be transmitted in a single, enormous burst of light back to the astral elves’ home system to be absorbed by their star, Xaryxis.
- Once the astral seeds have begun their work, there is no way to stop the process. (This isn’t true, but the crew of the Dark Star believes it is. The characters won’t discover the truth of this matter until later in the adventure.)
- After a while, a mind flayer ship looms!
- Chapter 3: Treacherous Salvage
- Turns out ship is a derelict. Psurlon Ringer hides on board though. Flapjack can tell something sentient is aboard with teleprathy, but unclear what.
- Elaina designates the group as the boarding party.
- As they approach, young man in tattered robes comes out waving his arms. (really a Psurlon in disguise)
- He tells party his ship was attacked by Neogi, most of the crew are dead but a few survivors need help.
- Lucent Edict
- Captain’s Chair
- Description: headless body of captain of mind flayer ship
- Threats: Swarm of insects
- Secrets: DC 15 Intelligence (Investigation) to find secret compartment in armrest
- Treasure: Spell scroll of wall of force
- Spelljamming Helm
- Description: Area where helm used to be. Dead Mind Flayer body.
- Treasure: Ioun Stone (reserve)
- Bridge Floor
- Description: Bridge floor with monsters
- Threats: 4 Psurlons.
- Observation Platform
- Description: Splintered remains of a mangonel.
- Treasure: Magonel stones if party wants them.
- Mess Hall
- Description: Room with tied off door to hide a monster. Monsters mimics human voice named Jasper to get them in the door, warns of Psurlons.
- Threats: neh-thalguu with 8 brains.
- Cargo Hold
- Description: Cargo hold with slaughtered bodies where characters can learn something is amiss.
- Secrets: DC 10 Intelligence (Investigation) check to see Psurlon bite marks. DC 10 Wisdom (Medicine) check to determine Neogi body is 24 hours old, human bodies 3 days old.
- Treasure: 23 gp, 117 sp, bloodstone ring (50 gp).
- Cellblock:
- Description: former cells hiding a treasure.
- Treasure: +1 breast plate.
- Storage
- Description: Stinky room with Psurlon corpses and a Quaggoth.
- Threats: Quaggoth
- Neogi pirates spring their trap!
Secret and Clues
Check off when revealed.
- [ ] “Have you been to the Rock of Bral yet? Let me tell you, its the place to be in Wildspace!”