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To Infinity, and Beyond!

Posted by rchmageFor group 0
rchmage
GM, 165 posts
Thu 18 May 2023
at 04:16
  • msg #1

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.
Bohrhorgen
player, 98 posts
Mon 17 Jul 2023
at 00:58
  • msg #2

To Infinity, and Beyond!

In reply to rchmage (msg # 1):

"We should explore the pyramid. I know why we didn't but it would be great to do it and clear whatever dungeon we found there".

Bohrhorgen will see to the needs of the dwarves, halflings and elf rescued from the slave camp, with his cousin in tow to see to the worst of the wounded for now. Trying to identify any skills the prisoners may have that will make crewing the vessel possible, particularly gun crews if we have to fight our way out.

He will do what he can to confirm the spaceworthyness of the dreadnought when it is recovered and brought to the camp.

"We need to get in contact with the Harpship. Maybe we can figure something out to help with that, like sending stones".

Outside that, he looks to mantle and captain Nick for our next move.

"You know you have my support lads. Your enemy is the enemy of clan Kegdrainer. If blood must be spilled, so be it."
This message was last edited by the GM at 04:41, Tue 01 Aug 2023.
Rowan
player, 48 posts
Tue 18 Jul 2023
at 17:06
  • msg #3

To Infinity, and Beyond!

In reply to rchmage (msg # 1):

I set up an infirmary and start treating the wounded
rchmage
GM, 166 posts
Wed 19 Jul 2023
at 04:42
  • msg #4

To Infinity, and Beyond!

In reply to Rowan (msg # 3):

The people are mostly malnourished and dehydrated. Except for the female Elf, who Stella is caring for. The elf is very leery of the party, especially Rowan.
This message was last edited by the GM at 04:42, Tue 01 Aug 2023.
Nic
player, 115 posts
Nic Demaerys
Wed 19 Jul 2023
at 23:32
  • msg #5

To Infinity, and Beyond!

Nic spends a few minutes to assess the recent carnage and liberations. Upon hearing Bohrhorgen's sensical statement, Nic's gaze turns skyward, peering at his best guess as to location of his lizard-folk compatriots. I think Katrusa and Flak should be here. Something is telling me they might have an interest in that pyramid in the dirt. Symbols? Craftsmanship? Was is something they carried or told me about? Errm, anyway, I spent a little time with Katrusza and... yeah. Something connects I think.

Finding himself babbling as he finishes gazing at the night sky, he turns back to Mantle, realizing he was rambling on and addresses him directly, I've no way to communicate with anyone up there. If you can't either, then maybe we need to send someone up and back, but that will increase chances of being seen or worse. We need some backup here though. What do you think or have to help with that?
This message was last edited by the GM at 04:42, Tue 01 Aug 2023.
Mantle
player, 72 posts
Mon 31 Jul 2023
at 06:07
  • msg #6

To Infinity, and Beyond!

In reply to rchmage (msg # 1):

Just a little extra info and details sorry took me so long to reply been super busy.
Will also post in the images chat some notes we had.

As we approached the planet we decided to
leave the lute ship in space and go down to the planet on the nightwolf. Which was loaded with all our money and supplies. Since we weren't sure what we would need on the new world once we did make contact with our informant. We made it to the rendezvous point and then set out to scout the perimeter, me/ Mantle,  Nik, and Kira. While out scouting we got ambushed and I almost got shot in the head. So we took cover and began to retreat back to the ship trying to locate the assassin. He followed in pursuit and managed to get on our ship. So we went airborne and then searched the ship for him to no avail as we got close to the ground he took advantage of the fact we had a very explosive alcohol on board in the cargo haul and blew up our ship. Then he jumped off the ship as did the rest of us we went in pursuit of him this time and finally caught him. After interrogating him for a while not discoving very much as he was kinda a dick we just killed him. We gathered what little we could from the wreckage as we had to flee into the tunnels as we were worried the burning ship might draw unwanted attention.
We met up with the contact who used to be my nanny and also help me and my sister escape the planet before my uncle could kill us and fully take control of everything.  We then found out about how people were going missing so we made our way to a small village and took a small ship and by mounting part of the spelljammer on it was able to make it fly. We got information that something was going on in the deep desert so we went to investigate the missing people.
Thats where we came across the illegal smoke powder factory we made a plan and executed it almost flawlessly rescuing a bunch of prisoners/slaves laborers. We plan on burning the facility to the ground. We also found a buried pyramid with a door in the top that were able to get the door open to but we choose at that time not to explore it fully.
Mantle
player, 73 posts
Mon 31 Jul 2023
at 06:17
  • msg #7

To Infinity, and Beyond!

"I agree we should explore the pyramid cause it could give us some more info on the planet history.
As long as no one is completely apposed to me taking the rapier of halfling slaying I have full intentions of returning it to one that gave it to the halfling assassin since I'm sure that he's used it many times to punish the halflings that may have voiced their opinions against my uncle. Were also going to have to go back to the crash site at some point and try and recover some more of our belonging, money, and supplies.
I also don't think it's a good idea to let the nanny go back like nothing happened its obvious my uncle is on to her being a double agent and in contact with someone. And we definitely should burn the smoke powder factor to the ground once we get everyone out from a distance with a fireball!!"

This message was last edited by the GM at 04:43, Tue 01 Aug 2023.
Mantle
player, 74 posts
Mon 31 Jul 2023
at 06:23
  • msg #8

To Infinity, and Beyond!

"I belive my sister has a way to get ahold of her ship and that crew so they should he able to bring one of us to the harpship or get it brought to us possibly but we do need some things to get the dreadnought up and moving since we're going to need something else if possible."
This message was last edited by the GM at 04:44, Tue 01 Aug 2023.
Stella
NPC, 8 posts
Tue 1 Aug 2023
at 04:39
  • msg #9

To Infinity, and Beyond!

Stella ministers to the young elven girl, who has been mistreated most egregiously. After taking care of her physical wounds, she spends some time speaking to her quietly, motioning towards the group on occasion to emphasize some point. When the dreadnought is flown in, she settles her in an officer's single room and posts one of the dwarves to guard her door. Returning to the group just in time to hear Mantle's thoughts on their course of action.



  "A very excellent plan of action, little brother. You're getting good at decisions, I believe". I can return to my ship with up to four more people, if you wish, and bring a message to your crew on the lute ship".  She adjusts some things in her pack, potions and scrolls mostly, then continues. "Perhaps while I'm bringing the cavalry, the dreadnought could retrieve your things from the wreckage. Who flew the dreadnought here? As long as they haven't left the ship, they can still spelljam. Time will be limited, there were very few supplies here and the smokepowder looks to be almost full capacity. I think a ship will be here tomorrow or the next day. That gives us tonight and possibly one days grace".
This message was last edited by the player at 04:46, Tue 01 Aug 2023.
Nic
player, 116 posts
Nic Demaerys
Tue 1 Aug 2023
at 21:50
  • msg #10

To Infinity, and Beyond!

Nick turns to Stella and Mantle suggestively, "If we can get some backup down here, that'd be a grand idea. Maybe a few things to compliment the armaments on that there Dreadnought. I definitely feel that Flak and Katrusza would appreciate some real gravity time and a look around as well. Let's waste no time and help the wounded to get out of here. I bet they're not interested in staying here any longer than they already have been.
This message was last edited by the player at 04:46, Fri 04 Aug 2023.
Bohrhorgen
player, 99 posts
Mon 7 Aug 2023
at 15:57
  • msg #11

To Infinity, and Beyond!

Harumph.  "I wonder if they have any insight on the origin of that pyramid".

Bohrhorgen commences one final inspection of the dreadnought, to make sure it's flight worthy and ready to fly.

"We certainly need to return to the wreck and complete salvage".
This message was last edited by the GM at 18:42, Wed 16 Aug 2023.
Mantle
player, 76 posts
Wed 16 Aug 2023
at 06:44
  • msg #12

To Infinity, and Beyond!

"Well then as it goes if you believe the Dreadnought is ready to go our first stop is to the crash site to do some collecting of the rest of the things we stashed cause we're going to need them. But I don't think we should use the Dreadnought for that since it does sorta stand out we should use the small-jammer we made with the rudder under the dark of night to maximize our cover and recovery of the missing items. I'm not sure how we hide the Dreadnought out of site so to speak while we do this do you think it'd fit in the cave? (I can't remember how big it was) Or maybe we take it a bit deeper into the dessert so it's more off grid if we can find a safe place to land it. The Dwarves could guard and protect"
This message was last edited by the GM at 18:38, Wed 16 Aug 2023.
Mantle
player, 77 posts
Wed 16 Aug 2023
at 07:33
  • msg #13

To Infinity, and Beyond!

"The Dwarves we freed could maybe protect it for us if they're feeling like maybe going us to get a bit of revenge on the people who kidnapped them. So we could recover our stashed items from the cave I'm assuming is where we stashed them. Once back to the Dreadnought as much as I hate to say we split the party up briefly. Stella said she can take up to four with her to meet up with her ship and crew. Which would allow us to get to Flak and other guy (sorry brainfart) who are on the Lute ship and either get it down here or we set it up as a distraction/ambush to blow up and maybe kill a few more of my uncles men. I'd say we send the Nanny and maybe the elf girl if we believe shes safe. She may be able to give us a hand or info on the Elf Federation for the crimal activities of my uncle. That way they're out of the way and safe, also possibly Nic so he can move the Harp ship with my sister".

After the others return to the surface if time permits I say we ambush the next ship to come collect smoke powder from the now shut down factory. That is depending on how close it is to the pyramid cause I agree we need the info it could give us about this planets history".

This message was last edited by the GM at 18:39, Wed 16 Aug 2023.
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