Ran my first session of a new Spelljammer campaign tonight. (5e Spelljammer gets a lot of bad press, and I only agree with some of that. I'll probably save that critique for another post some other time.)
The PCs are Pirates, and/or friends-of-pirates. The PCs are also delightfully weird.
- Captain Kiera Glitternoodle is a Fairy Bard Pirate. She has a damaged wing (so that her full Flying Speed won't unlock for a few level-ups, because level one PCs with flight gets kinda crazy). Her hated rival is a Bullywug who is the Captain of a ship called The Pennywort.
- Rrrprr Mrrdrrmnn is a Thri-Kreen Artificer Noble. Everyone calls her Ripper Murderman, because those are the words that the clicking buzzing thri-kreen name sounds closest to. She's a princess, her mother is the great Empress Mrrrdrrdrrdrr, whom Ripper is sort of rebelling against.
- Dawg Grippe Tumbuckler is a Water Genasi Druid Wild Spacer. A skilled hand aboard spelljammers their whole life. They had a harrowing run-in with the Necromancer/Vampirate who is the Captain of a rival ship known as The Cenotaph.
- Grimsbee is a Firbolg Fighter Sage (Astronomer) who is traveling the spheres because of a prophecy (we're still working out the details of the prophecy, as this character was made about a day before our first session).
- Lia Galanodel is a blue-skinned Moon Elf Warlock Archaeologist. She's equal parts Indiana Jones and Liara T'soni (from Mass Effect). Her Warlock Patron is The Celestial, an Empyrean named Var.
- Oldarin Blue is a Mind Flayer Wizard Astral Drifter. He had a run-in with Corellon Larethian that changed him forever, and he no longer eats brains. We cobbled together a Mind Flayer PC write up from a few we'd found online. The psionic blast power is being modeled as a modified version of the Sapping Sting Cantrip from the Explorer's Guide to Wildemont. Short range low damage attack spell that knocks the target Prone if they fail their Intelligence Save. Instead of doing extra damage at higher levels it will affect multiple targets (extra targets added at the same progression as Eldritch Blast, but can only do one instance of damage per target) and eventually upgrade to single-turn Stuns. It's possible that it will be broken as sin when we get to Level 11 where Prone turns to Stun, but I'm happy to risk that chance if we end up playing long enough for it to matter.
The characters are a lot of fun, and the players really got to ham it up in the first session. When the most "normal" character in your campaign is "blue-skinned Indiana Jones", you know the game is going to be memorable.
Their port of call is in The Blood Nebula, a huge cloud of red mist in which are hidden several asteroids and the calcified body of a dead god. Several pirate vessels have signed a Compact declaring the God's Body neutral ground. Pirates are agreed to not murder each other within sight of the God's Body. So it works like Port Royal of Black Sails, or Tortuga of the Pirates of the Carribean. A port where you can fence your stolen goods, take on crew, and have drinks with rival pirates that you'd definitely try to murder if you ran into them on the open sea. Every pirate captain knows a half dozen safe routes through the nebula, and you sneak in and out while trying to avoid nastier rivals in the mist. This will let me handle the first few sessions as sort of stealthy Wrath of Khan / submarine warfare motif, with enemy ships stumbling upon each other at short range. As we level up, I'll probably gradually fold in the Star Wars -ish dogfight system from this video and pdf:
In one part of The Blood Nebula, there's a single giant arm of a dead god that's called The Devil's Armpit. It's a long curved armlike asteroid that bends around a natural bay. There's a current in the nebula that causes derelict ships adrift in the mist to crash on the banks of this arm of land. For several years, a particular pirate crew camped on that arm, and grew fat on the salvage of ships that drifted in. But one day a few years back, a ship crashed on their shores that held some Prince's personal zoo. Now The Devil's Armpit is infested with Cockatrice, Rust Monsters, and other less savory things. Not the sort of place you visit frivolously.
At the start of the campaign, Kiera (not yet a captain) was high in the crow's nest of a ship that she hated, working for a captain and crew she detested, when she spotted a derelict ship in the mists adrift and headed toward the Devil's Armpit. Rather than reporting the sighting, she waited till her ship got to port, then went AWOL. She gathered up a few trusted souls, former co-workers that she didn't hate, and old drinking buddies from the local tavern, and they rowed out on a Jolly Boat to find this derelict ship.
The derelict was once a Living Ship: it had a Treant for a mast once upon a time, but several decades back some Gith marauders shot the ship full of holes, chopped down the Treant and ripped its roots out of the Spelljamming Helm, and left it all drifting uncontrolled in The Blood. As the PCs explored the ship, they discovered the Treant wasn't actually dead, but was now more of a viney shrubbery growing over the aft castle. (This allows us to use the fun concept of a Living Ship without the combat strength of a CR 9 Treant overshadowing the PCs.) The Treant's name is Fraxinus. Botany nerds will recognize that's the genus of tree that has those "helicopter" seeds. I do my best Treebeard impression when he talks, but we'll see how long anyone has the patience for that pace of conversation.
The ship is badly damaged, and Fraxinus has been starved of light and water across decades drifting in the nebula. So the hope is that if they can sail out for a while, Fraxinus' health and abilities will improve. (Slowly growing into full Treant stats as the PCs level up.)
Also aboard the ship was a feral, broken, seemingly drunken lizardfolk sailor. He had been marooned here, and was taking shelter aboard this derelict. At first they couldn't figure out how he'd gotten so terribly drunk, with no empty bottles about, but by the end of the first session it was clear: Somewhere down in the bilge is some sort of monster whose magical aura makes you terribly drunk. Oldarin and Grimsbee failed DC12 Constitution checks and became instantly bumbling drunkards. For one hour, they will have the Poisoned Condition, and an extra clause that if they move more than 1/2 pace they fall prone. (The monster as written in the rulebook I stole it from is brokenly good. It requires you to make this save every turn if you're within 20 feet of it. That's nonsense, so I dialed it back by adding a clause of "if you make the save, you're immune to the effects for 12 hours".)
We ended the first session with the party tracking down the critter deep in the bilge, with initiative to be rolled at the top of the second session (in two weeks). If they can kill or chase off the Rum Gremlin, and then get Fraxinus some water and sunlight, they have their very own ship.
The session was a lot of fun. Mostly goofy roleplay shenanigans, with some exploration. They also found part of a map in the captain's quarters, so we've got a hook into a larger adventure. Not bad for a first session.