Planescape - Spelljammer campaign

Post/Author/DateTimePost
#1

zombiegleemax

May 05, 2005 19:58:46
We're playing a planescape campaign, and well, in FR, DL, GH, you could use a spelljammer ship that crashed on the planet for some fun out of the ordinary.

How about Planescape ... would for example the Outlands be reachable from the Spelljammer campaign, ie ... could a ship have crashed on there?
#2

ripvanwormer

May 05, 2005 21:50:00
We're playing a planescape campaign, and well, in FR, DL, GH, you could use a spelljammer ship that crashed on the planet for some fun out of the ordinary.

How about Planescape ... would for example the Outlands be reachable from the Spelljammer campaign, ie ... could a ship have crashed on there?

Spelljammers work in the Outer Planes - tso use them, or something like them, to travel around the Outer Planar ring.

However, they aren't any faster than walking. Travel through the Outlands takes 3d6 days between any two adjacent sites no matter what vehicle you're using (teleportation and portals are instanteous). The main reason to spelljam across the Outlands is you can carry a lot more in a spelljamming vessel than you can on a horse.

The Pirates of Gith know how to make elven liveships travel to the Astral Plane. They aren't any faster than thinking, and they're slower than githyanki ships, but they're a convenient way to escape battles on the Prime.

Spelljammers are usually rare in the outer planes, though, because they don't fit through most portals. That doesn't mean there aren't any - the Arcane/mercanes trade in the Outer Planes and will sell spelljamming helms to people who want them - but they're not as necessary as they are in wildspace. You need them if you're going to want to travel a hundred million miles a day on the Material Plane, but in the Outer Planes a caravan of giant lizards will really work just as well and you don't have to give exorbitant amounts of money to the Arcane (you still have to buy the lizards, though, and the lizard food, and hire lizard handlers and caravan guards, so unless you're a khaasta neither solution is necessarily great).
#3

eldersphinx

May 06, 2005 12:33:11
I suspect that the mercane and the rilmani are also very very cautious about letting spelljamming helms get spread around the Outer Planes. They may not allow things to move very quickly, but they sure do move big things well enough. A magical item that would allow the baatezu or tanar'ri to move 10,000 cubic yards worth of hellish battle fortress around freely would be worth killing for... which ain't good for business, or the Balance.
#4

zombiegleemax

May 06, 2005 12:36:04
true about that Sphinx

RVW: thanks a lot for that information, helped me out a LOT

*bows to the almighty knowledge gathered here*