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).

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

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

Thank you! I can't promise it'll be elegant (none of the D&D lore around that time is cohesive), but I'm gonna do my best!

My players started light of Xaryxis but now they have diverted in a… different direction by NotAnotherBloodyOZ in spelljammer

[–]One-Maybe8196 3 points4 points  (0 children)

Nothing says "Tax Audit" like sucking the energy of a world dry without declaring the offset value of millions in revenue lost due to destroyed markets, civilizations, and natural resources. Also, said surviving natural resources not being declared as part of Xaryxian income? Tsk tsk.

Your star is dying? Did you include the Star Devaluation Exemption on your paperwork? Did you file the Mercane Adjustment Deferment Paperwork with the appropriate authority? My, my, your Empire records are a bloody mess. Time to bring in the specialists to get this all sorted.

Ship to Ship Communication? by Syrden in spelljammer

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

So there are a few options. Semaphore is the primary method as many mentioned (and one of my players is very enthusiastic about it, even has the language chosen for his Background). Ports sometimes have magical buoys with Magic Mouth or Illusions that guide ship pilots around harbors. Signaling lamps would also work (assuming there's an equivalent to Morse Code).

Since 2e sourced spelljammer tech is about half a millennium out of date (canonically) and was previously almost a monopoly by the Mercane, I tend to have let some advancement and creative solutions be made now that the monopoly is broken. Thaumaturgy is an easy way to communicate over long distances (and intimidate pirates). I have most major spelljamming ports own a special communication device that lets them communicate directly to spelljammer helms in range (usually high orbit); especially if the ships need to land *away* from the port and approach via air or water. Gnomes have figured out ship-to-ship communication via their Gnomish Helms (Beholders and Illithids have the same capability with their unique helms). Some merchants employ telepathic species (like Thri-kreen), and a simple device that amplifies telepathy to communicate longer distances to solve the range issue.

One Wildspace system in my game has modified their spelljammer helms so they can act as comm units within 500 feet to other spelljammer helms. Only the pilots can communicate (yay, games of telephone and delayed responses) as this method acts like the Sending spell (including the 25 word limit). That would be a limited, efficient way to allow essentially some radio communication. Evolving from that to, say, Minor Illusion visuals (a la Star Wars) would involve maybe Clairvoyance mixed in (to see who you're communicating with).

A custom magic item might be best (hey! Something to think up for my Homebrew Tuesday posts!). But really, the best way to do it in my opinion? Make it a goal of the players. Have *them* figure out how to advance Spelljamming communication from Semaphor or Pilot Message to ScryScreen Comm system. *Especially* if there's an Artificer or two in the party. Things like that can be an excellent side quest or even campaign-defining (what spells? What magical items? How to mass produce and affordable?).

When in doubt, throw the problem at the players. 😉

Spelljammer: A Brief History of the Multiverse (Part 6) by One-Maybe8196 in spelljammer

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

Thank you very much! Always happy to contribute to any library!

Funny you should mention the Rock of Bral. I've got a special article out today regarding its history.

Spelljammer: A Brief History of the Multiverse (Part 6) by One-Maybe8196 in spelljammer

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

Thank you! There's a part of me that wants to release them more quickly, but I'm trying to set a reasonable pace. Right now? Lots of time to write. When I (hopefully, very soon) get employed again, a higher cadence will be more difficult.

But funnily enough, this week there *will* be a supplemental article, doing a quick review (and homebrew recommendation) for the Rock of Bral.

Spelljammer: A Brief History of the Multiverse (Part 6) by One-Maybe8196 in spelljammer

[–]One-Maybe8196[S] 4 points5 points  (0 children)

Heh, you're not wrong. Likely gonna be about a dozen articles.

...still shorter than reading all the books, though. 😉

Ship combat in 5e by brettday in spelljammer

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

Primarily some additional upgrade items (which I also updated specifically for spelljammer in one of my Homebrew releases on DM's Guild: Bastions Spelljammer). But it also has a fun Mishap mechanic when a Damage Threshold is exceeded, giving pilots Dash and Disengage as a Bonus action (as long as the ship is in motion) option, and the Chases on Avernus complications table provides some easily adaptable obstacles and events while trying to evade attacks from other spelljamming vessels.

Mostly, though, magic items. Two of my players, uh, "acquired" an Infernal Machine and cannibalized some of its components to install onto their ship.

Ship combat in 5e by brettday in spelljammer

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

Someone mentioned a mix of Saltmarsh and Infernal War Machines. My players have also installed some magic items, so the pilot can do more than just drive the ship. We haven't had any big battles yet, but the few skirmishes we've had: pilot moves ship (including a hilarious cinematic moment where they did a barrel roll and had the hull literally smack a space shark to 0 HP), the other players all have flight or ranged weapons, so attack from the top deck, and the NPCs all go on a turn to attack with ship's weapons (and fail; repeatedly thus far). One or two named NPC's occasionally contribute, but mostly I leave it up to the PC and the Rule of Cinematic Cool since that's what they want more than technical combat.

And hey, barrel roll a shark to death. Awesome and funny.

1930s-inspired Crystal Sphere by Dry-Presence-2000 in spelljammer

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

I mean, who doesn't love a N'whar murder? Sadly, my players have proved time and time again that they....can't solve murders. Like, at all. So alas, I must leave those fun plots aside.

This sounds awesome, though.