To Infinity, and Beyond!
After defeating the ghoul horde, the party spends time at Uncle Dugans while the clockwork cannon is constructed. Upon its completion, it is transported to the warehouse Stella has rented, then underground to the smugglers' cove. A ship, which appears like a wasp, lands on the ledge. Stella introduces you to her captain, crew, and the ship named Deception.
Algo: Human male and the captain of the ship is a handsome man with a winning smile who makes you feel at home immediately.
Starfly: Gearforged (human male) fighter, Adamantine bastard sword.
Owling: Small Owl that manipulates his environment with two ghostly disembodied hands. Obviously an Arcane caster, who also uses divinations. Ship spellmaster and usually on the helm.
The crew of four shows you the ropes of spelljamming. Both how to man the chair, how to manipulate the ship to better maneuver turns, and how to navigate. As you traverse and use the ship, a most peculiar element comes to your attention. The ship is not a wasp-shaped ship at all, but rather a stingray-shaped ship with the ability to disguise itself through illusion.
After achieving the barest competence, the Deception takes you away from Midgard into the farther reaches of the sphere. Bringing you to an asteroid the size of a small mountain that looks like a dwarven warrior's head, you are brought to the underside where several spelljammer ships are parked. After some contemplation and thorough investigation, two ships are chosen and crewed, albeit sparsely. You are then escorted to the edge of the sphere and a gate is opened, large enough to fly the ships through. After passing through the mile-long tunnel, the ships enter the Phlogiston. The reddish, kaleidoscopic atmosphere smells like ether, it's obvious that fire sources are a bad idea. Also, any extra-dimensional spaces are inaccessible. After traveling in a phlogiston "current" for 3 weeks, you come up to another crystal sphere. (Did anyone think to bring crafting supplies? No? Maybe next time). Traveling through another portal opened by Stella, (This party will need to learn to open their own portals soon), the ships travel another three weeks towards the sun, pausing short of it to enter the orbit of a small desert planet with water on its poles. Some lakes are as big as the great lakes!
This is the dissertation from a spelljammer 3rd party. The political parts are outdated, ignore them:
Anadian halflings are the dominant race at both poles. These halflings have dark, nearly black skin, dark hair, dark eyes, and lack infravision. They speak their own language "Anadian", despite previous reports "Anadian" is not related to common, but many Anadian halflings do speak common. The Anadians of the North worship the traditional halfling deities, in the south these are honored mostly in the breech.
In the south halfling culture has disintegrated into a series of clan wars. These clans are fiercely loyal to their members but unwilling to compromise with the other clans surrounding them. Outsider tends to be viewed in terms of their effect on this warfare as potential allies, mercenaries, or victims. The inter-clan warfare has begun to take a more deadly turn as various Spelljammer factions begin to meddle in the turmoil. Many Southern Polarate halflings have begun to appear on spelljamming vessels as fierce, clannish mercenaries. They seldom hire out as individuals, instead whole clans seem to emigrate into space attempting to escape the constant warfare on their home world. These tend to be the smaller clans, numbering usually from 20-200 adult warriors. Females are never permitted to fight within Southern Polarate society, they are considered too valuable as breeders. Southern Polarate halfling mercenaries use their traditional weapons; daggers and Anadian Flintlocks. They usually wear leather armor.
The Northern Polarate is the South's polar opposite socially as well as geographically. Traditional, democratic halfling counties are the norm here, they exist under a central government known as the Counties of North Anadia (usually simply "North Anadia" or "Anadia". The current leader of this nation is Governor Fjord Deepskull (LG 1/2 m F0), a wise politician who as served for the past 70 years. This is quite a feat considering that he must run for reelection every five years. Fjord was instrumental in debunking the old spacer myths about Anadian "idiot" reservations for non-halflings. There are few non-halflings in North Anadia because everything is built halfling size, larger races consider it uncomfortable and seldom stay long ( a few non-halfling hermits live in their own houses in the countryside-their reticence in speaking with visitors is what caused the idiot reservation rumors).
North Anadia is one of those groundling nations with an active interest in spelljamming. Lacking any terrestrial neighbors (the equatorial deserts prevent direct, land contact with the southern Polarate) the nation has been free to turn its considerable resources to expand into wildspace. This has been driven by two goals-establishing colonies (the polarates are small and the halflings will run out of room in a few generations) and defending trade. North Anadian swanships are a common sight throughout Realmspace as they journey to and fro delivering goods and collecting fees. Anadia itself has two main export items-smoke powder and crispy leaf.
Anadian halflings make a smokepowder substitute from a plant native to their planet called "powderpuff", there are many large powderpuff plantations on both poles. Because the plant is poisonous until dried this naturally occurring smokepowder substance sells for only slightly less than the alchemical smokepowder. It can be bulk produced, however, and provides the primary weapon for the Anadian halflings (the planet is very poor in metals). Most of the smokepowder used in Realmspace is actually made on Anadia. All attempts to transplant this plant to other planets have failed.
The ships set up in an orbit well back from the planet and the party takes the Nightwolf in to meet a "spy" still loyal to the family. "Nanny" helped raise Mantle and was key in smuggling him out when the Assassins came looking for him. Stella has a point where she checks every 30 days, which is coming up tomorrow. After bringing the ship into orbit and parking in a cave in a desolate area outside of the moister polar region, bordering on the desert region strife with Umber Hulks. Nicrune and Kiara scout out of the cave and are subsequently fired upon from a hidden location by a halfling wielding a rifle. Retreating to the cave the ship was parked in, the party was sure the assassin had made it on board so a room-by-room search was conducted. Secret doors were uncovered and smuggling storage spaces were found, but no assassin. At the same time as Nic and Kiara were scouting out front, Rowan, and Stella were scouting further in the cave, meeting the nanny and escorting her to the ship.
Unfortunately, the Assassin had avoided the party's search by using a potion of invisibility. Finding a cask of explosives in the hold, the halfling sniper assassin blew the ship up as it was taking off. Having lost his invisibility by attacking, the assassin fired upon the crew as they pulled themselves from the wreckage. The party then engaged in a running battle, finally killing the assassin, which he appeared to be provoking them to do. A very fine rifle and cartridges were taken off his body.
The group then inventoried the items left after the disaster, of which one item stood out, a rudder that could be attached to a normal skiff, allowing it to fly, but not powerful enough to make orbit. The group then decided to make their way through the caves, led by nanny, back toward halfling habitation. Using some disguises, the group managed to "borrow" a skiff and attach the rudder to it, gaining some mobility.
A somber reunion with nanny sheds some light on Mantle's past. His father owned several corporations, including Powder Puff Inc. a gunpowder factory (go figure), and Swan Works, a shipyard that builds Swan ships, generally agreed to be the finest spelljamming ships ever produced by halflings anywhere. A jealous brother, Mantle's uncle Vinfire Cherrysky, staged a murderous coup, killing his brother and sister-in-law, and Mantle was barely saved from being killed by nanny and Stella fleeing from the compound, and subsequently off-planet, hiding him in Midgard while Stella marshaled enough resources to return and depose the evil uncle. \
Nanny also had other news, Uncle Vinfire is selling gunpowder to space-orcs, known as Scro, in addition to the normal contract with the EIN (Elven Imperial Navy). The gunpowder was being manufactured in a secret desert compound manned by slave labor (both highly illegal activities in Anadia).
The party decides to raid the compound before their presence is detected, flying by night to the compound approximately 50 miles into the desert. Finding the compound, and an excavation nearby revealing the top of a pyramidal structure with separate guards, the group eliminates the orc guards and discovers a secret entrance into the pyramid. A short sortie inside shows a Pharaonic ambiance and the party quickly decides to leave the pyramid for later.
Quickly putting together an attack plan, the party splits up and assaults the four corners of the slave containment compound's guard towers simultaneously. After killing the two guards on each tower, Bohrhorgen leads the party into the guard's quarters, killing all orcs there with extreme prejudice on site, (also doing quite a number on the doors). A naked elvish woman is found in an extreme state of abuse in one of the rooms and is liberated. Meanwhile, Kiara slips into the slave compound and opens the locks to the slave pens, freeing around thirty dwarves and fifty halflings.
Quickly marshaling all personnel at the compound, the warehouse where the gunpowder was processed was quickly searched and looted. Several barrels of gunpowder were confiscated. A plan to blow the warehouse was made, but a profuse amount of crispleaf, the main component of smoke powder, was everywhere, in small amounts.
The freed dwarves approached Bohrhorgen and informed him they had a spelljammer ship hidden in the desert, but all their officers had been killed. The group decided to send a group out to bring the ship back to the compound to facilitate withdrawal from the site. The skiff was sent out with a retrieval group and the ship was brought back to the compound, and what a ship! Greathawk Dreadnought.
This is where the party is currently. Loading up the ship and contemplating blowing up a warehouse full of gunpowder with crispleaf scattered all over the near vicinity. With a pyramid nearby.
This message was last edited by the GM at 21:24, Sun 16 July 2023.