My players are going to the Rock of Bral.

Post/Author/DateTimePost
#1

nabuchadnysar

Nov 12, 2007 2:36:49
My players are going to the Rock of Bral. It is a Planescape game, but I wanted them to do some spelljamming, something we have NEVER done.

They don't know what or where it is. Any suggestions on how to get them there. Something more originale then a portal from Sigil. In play, their characters just know the name of the place.

How I should discribe this alien world to them, the first time they set foot on the Rock?

Originale peoples/creatures they could meet?

How should it feel to be on ship that travels through space?

This is in link with the adventure. Where should a key, link to the elemental Air, garded by a noble Djinn, that opens the vault that contains an artifact, be hidden in Realms Space or the Rock of Bral?

I have the Realms Space and Rock of Bral supplements to works with, a few SJ supplements, both monstrous compendium and the Campaign setting, but I don't really know them inside out. I would prefer the key to be hidden in a place with little air, so the planet composed of air is out of question.

Thanks.
#2

nabuchadnysar

Nov 13, 2007 11:31:46
Anybody?
#3

carmine_the_wolf

Nov 15, 2007 9:09:29
This is in link with the adventure. Where should a key, link to the elemental Air, garded by a noble Djinn, that opens the vault that contains an artifact, be hidden in Realms Space or the Rock of Bral?

I have the Realms Space and Rock of Bral supplements to works with, a few SJ supplements, both monstrous compendium and the Campaign setting, but I don't really know them inside out. I would prefer the key to be hidden in a place with little air, so the planet composed of air is out of question.

An asteroid devoid of an air envelope is a possibility, or a section of the Underdark beneath the Rock of Bral somehow enchanted to have all the air removed?

As far as the other more general questions are concerned such as how it would feel to travel through Wildspace on a Spelljamming ship, I really couldn't advise anything more than having a good read of the source material your post describes.

You need to be at least comfortably familiar with the material to really capture the distinctive feel of the Spelljammer setting.
#4

nabuchadnysar

Nov 16, 2007 14:30:48
Guess your right about the reading the setting.

But I also wanted originale suggestions for the location of my key.

Thanks anyway.
#5

eldersphinx

Nov 17, 2007 8:32:19
My players are going to the Rock of Bral. It is a Planescape game, but I wanted them to do some spelljamming, something we have NEVER done.

They don't know what or where it is. Any suggestions on how to get them there. Something more originale then a portal from Sigil. In play, their characters just know the name of the place.

Something more original than a portal from Sigil straight to the Rock, huh? How about something along these lines:

"As you emerge from the portal, you cough and choke on the distinctive scents of burning pitch and timber, mingled with the reek of fresh blood. You look to be in a small but richly-furnished room, but one that's noticeably damaged - furniture is cracked and thrown every which way, the curtain drawn along one window is torn and tattered, and a sizeable dent in one wall has sent splinters across the floor.

As you take the scene in, a sudden sharp impact from behind you causes the room to rock and sends everyone staggering. The impact causes the curtain to finally tear free from its hooks and collapse to the floor, and you stare out through the now-revealed window at a vista of midnight-black velvet, speckled with a million billion untwinkling stars. Then the sight of a large ship, sailing on emptiness and with a massive ram carved like a squid's tentacles, dives into view, heading towards you..."


Explanation of the above: The PCs have taken a portal in to a spelljamming vessel owned by a certain notorious pirate/smuggler/ne'er-do-well who's just reached the end of his career. The ships attacking him have some connection with the Rock of Bral - navy vessels, privateers in Andru's service, or something similar - and once the space battle winds up they may be able to take the PCs back there. (Whether as guests or prisoners kinda depends on the roleplay, of course...) Next steps are up to the game.
#6

nabuchadnysar

Nov 18, 2007 12:34:15
That is a great idea goldomark. It needs some work, but its a better location then just hidding the key on Bral.

Nicely written Eldersphinx. The only problem is that after some thoughts I wanted my players to access the Rock via the Infinite staircase.

I'M not sure the Staircase, or any portal for that matter, can lead to a movable portal, like the one set on to a ship like you discribed.

Thanks and keep 'em coming.