I would like to take part in this adventure, Will. Mind having an extra Satyr Rogue along for the ride?
I’ll be there as well, i’d love to play pathfinder but it would be my fist time with that system so some assistance might be required.
I might come there as well. Spell jammer sounds interesting.
Count me in for spelljamer, Ron is back!
yes now that there are 3 people guaranteed i will run it
i will be there like 10 / 20 min earlier to help if you want
Thanks ,I would appreciate that
Running a few mins late
Thanks to @krakentoa - Ron, @turtlene - XingXing, @Atanen - Vennick, @truecrawl - Shank Sinatra, @Myrm - Aide Hagner and @katnyx - Geniveive (Grinny) for joining the Spelljammer Academy and playing through Starlight Arcana: The Sea Planet.
After inducting new recruits Vennick, Shank, Aide and Grinny, our crew set out on the Hammership “Flighty Foundling” for Karpri, a days flight out-system, seeking the source of the void corruption that the Astralabe picked up on their prior voyages. They bring the newly recovered Light Sphere with the plan to use it to cleanse the void incursion.
Arriving at the floating city of Sharanar, they are accosted by gargantuan crabs which they fight off with a near-death experience for Shank. The chief of the locals, a brash sharkman called Pointoll, urges them to help him lead the charge to wipe out the deep-dwelling Cove Dwellers who have been attacking them. Our crew agrees to go with him, but finds the Cove Dwellers fighting corrupted sharkfolk. They break the siege, broker a truce and set off for the deepest part of the planet to confront the kraken that guards it and has apparently become a source of corruption.
Venturing down with Pointoll and an escort of Cove Dweller archers, the crew confront the Kraken where they find it guarding an obelisk, the planetary node that is being corrupted. Before the kraken can flense them into small chunks, they manage to contact the node with the Light Sphere, unleashing a colossal wave of radiant energy that irradiates corrupted creatures - which luckily, did not include the crew.
Returning to the surface to accolades and glory, the crew is thanked and sent on their way, Pointoll is acclaimed as king and the Flighty Foundling stuffed with delicacies.
Your rewards:
- 1 Level up
- 10 Downtime days
- 50 GP each worth of equipment drawn from the Spelljammer Academy Quartermaster for new recruits
- 100gp each as share from the sale of the gargantuan crab to the food markets of Shanarar
- A set of mundane medium or light armour of your choosing, made from crabshell
- A +1 dagger, javelin, shortsword, spear or trident
- A potion of health
Thanks for a fantastic adventure!
@Martin @Kirgul @Vishous @jboimler @Anabel
Thank you for completing, and surviving, the Hollow World mini-campaign!
I greatly appreciate your efforts in trying to keep to the “no survivors” theme by luring 4 Tyrannosaurus Rexes directly to the party, but you managed to use quick thinking, creativity, and a whole lot of running & flying to escape some very difficult situations. There’s been some fantastic times even though this was just three sessions- thank you!
As a reward for abandoning the party to browse the unprotected marketplace of Inxa, @Kirgul gains any Rare magical item of her choice, 480 gp, and one Elixir of Health.
After you return to The Mountain, the General rewards the rest of the party with one Rare magical item of their choice each, as long as it does not require attunement, and 300 gp. The Tabaxi is too distracted playing with her new golden ball of yarn to show up at the reward ceremony. However, the yarn is discovered to be the following homebrewed magical item, usable only at my table (or to escape my table, anyway):
Homespin Ball of Golden Yarn:
This beautifully woven piece of art is individual strands of pure gold which cannot be cut, woven together into yarn that is rolled up into a sphere about the size of a child’s ball. As a free action, its owner may bat the ball forward 30 feet, in which case it bounces along the ground, never collecting dust or losing its brilliant sheen. The ball does not diminish and size, and will always roll toward the shortest, physical path toward home, and when you look back, any length of yarn on the ground has magically disappeared. When used within Hollow World, the journey will be long and through many days of tunnels, but the Homespin Ball of Golden Yarn will lead to the outside world, permitting escape.
I will post more follow-up separately.
That’s an awesome and fitting picture!
It was a really fun evening full of very silly shenanigans. I’m glad we all got to escape with our lives, and the finale was quite epic. Thanks for DMing this session for us!
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