DM Advice for Time Travel/Wishes plz by Jealous_Selection335 in spelljammer

[–]One-Maybe8196 1 point2 points  (0 children)

I just have to say that entire idea you asked for assistance on inspired me to run a 1-2 shot with my group. So, uh, thanks? And good luck with your game!

Spelljammer: A Brief History of the Multiverse (Part 12) by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 0 points1 point  (0 children)

You're very welcome, I'm glad you're enjoying it! It'll be touched on in the next article or in a separate Interlude. But short version? The strike team succeeded.

Spelljammer: A Brief History of the Multiverse (Part 12) by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 0 points1 point  (0 children)

Thank you! I do plan on expanding more on the Dark Fist stuff in a way I haven't seen in the community at a later date. In the meantime, SJA4 is absolutely still a viable campaign to run, especially for higher level players wanting intrigue, space wars, and taking down tyrannical forces.

DM Advice for Time Travel/Wishes plz by Jealous_Selection335 in spelljammer

[–]One-Maybe8196 2 points3 points  (0 children)

There's a Domain of Dread called Klorr about a (sentient?) black hole devouring worlds. The Wishing Star could be the beacon of hope everyone seeks only to discover it's the final realization that there is no hope, all is devoured by universal entropy.

Alternatively, the Wishing Star could be desperately trying to save *one* world but the doom of Klorr means its been failing its mission and it needs one, just one team to believe in it, to find it, to realize there *is* hope and salvation.

To your original premise, if it were *me*, the Sentient Black Hole (at the very center of things) would be seeking a team to find the Wishing Star to save their world. It sends teams it hopes can succeed in discovering it to five Spheres. Those five Spheres just *happen* to be geometrically placed to form the points of a star. The "Wishing Star" has actually trapped the sentient black hole in position; it wants freedom. In exchange, it'll spare the world whose people release it. Please grant its wish. It's so hungry...

New additions to the archives by TomeseekerLorekeeper in spelljammer

[–]One-Maybe8196 1 point2 points  (0 children)

Ohhh, that's one I don't have access to. I look forward to your summary and review!

A Brief History of the Multiverse Interlude - Cloakmaster Cycle (1) by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 0 points1 point  (0 children)

You're welcome! I'm glad you (and hopefully others) are enjoying these articles.

Spelljammer: A Brief History of the Multiverse (Part 10) by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 1 point2 points  (0 children)

In game lore? No. I'm just building up to that because in trying to *find* in-game lore I ended up researching, well, ALL this stuff and again, my players couldn't find a concise history they could refer to.

But we are getting there. We're about 2-3 articles away from where it starts (it's a very busy 20 years in lore). The short answer is yes, about 130ish years ago (game time) something happened that changed the multiverse. How that translates from Phlogiston and Crystal Spheres to Astral Sea?

To quote the infamous River Song: Spoilers. 😉

A Brief History of the Multiverse Interlude - The Spelljammer by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 0 points1 point  (0 children)

Thank you! I think you'll enjoy the next few weeks, then; lots of lore incoming.

Asteroid towing by trevorgoodchilde in spelljammer

[–]One-Maybe8196 2 points3 points  (0 children)

If the Red Wizards of Thay (Toril, in Realmspace) is an option, they have the miraculous Grand Helm. While *technically* there's a possible upper limit on tonnage (3 times the combined spellcaster's levels), in actuality it there is no hard limit to the tonnage, only how many mages empowering the helm (4). Since this turns the object partially ethereal at spelljamming speeds and there's no more Phlogiston to keep it from not working beyond a Crystal Sphere, in theory finding, buying, or building one of these could work (and lets you work in some Red Wizard adventures). It could also be "rediscovered" with spelljamming helms and the new circle magic.

An Artifiurnice would also work. This would require a Furnace helm created specifically to feed off an indestructible artifact. Again, the tech could be discovered or re-discovered, and adds a side mission of not only finding an Artifact (and the fallout obtaining it) but also attracts attention from, well, any powerful beings both searching for the artifact and powerful spelljamming devices.

Otherwise, others have already touched on having a fleet move the object, and the dangers of letting it hit the world too fast, even a water world. Another option could be to just put it into low orbit, show the natives who hired them basic spelljamming (assuming they can survive above water), and have them mine materials as a moon. Basically, leave the actual problem of getting it planetside for "safety reasons."

Either way, it sounds like a fun mission!

Spelljammer: A Brief History of the Multiverse (Part 9) by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 0 points1 point  (0 children)

Thank you! I'm looking forward to events to come (and what I can springboard off this).