Astral Sea Adventures

Ravilah

Explorer
The players in my game are traversing the Astral Sea, and it dawns on me that they are going from plot-point A to plot-point B without any "accidental" encounters in between. The standard get-attacked-by-githyanki-pirates thing seems so cliche, so I wondered if anybody had any ideas for some Astral Sea encounters I could use, or maybe a link to a site with some ideas.

danka schoen,

R
 

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The party spots a pair of githyanki ships in the distance, with a silver albatross on a black flag as their banner. A whispering wind sent by the pirates tells the PCs that they're approaching the waters of the Derelict Sea, a huge swath filled with ruined and abandoned ships. The githyanki control this territory, and they offer to show the PCs the safe route through if the PCs hand over all wealth they possess, including their magic items.

If the PCs balk, the githyanki warn them that they'll never make it through on their own. If they fight, well, you've got your combat, and you can toss in a roleplaying scene where a surviving pirate offers to guide the PCs through if they spare his life and let him keep one of the ships as his own.

(On the off chance the PCs take the githyanki up on their offer, um, have them sail to a pirate's cove, where the commodore of the fleet gives them another choice. She can place a geas upon them, tasking them to retrieve some item [which conveniently is located where they're headed anyway], and bring it back within X time period. You can use this as an opportunity to add a minor quest in, and you establish the pirates as recurring characters who aren't necessarily villains.)

Still, I figure the party will decide to set out their own way and try to heroically cross the Derelict Sea. They might try to sail around it, but even if they could guess the borders of the region, we're talking planar distances here. Hundreds of days at sea, and I assume they have some time limit.

So, they sail through the sea. Occasionally they come across floating wrecks of ships that must have drifted here for centuries. No sign of the crews. No real treasure either (though feel free to drop a map here, or some clue to a future plot thread you might want to involve).

On the third morning (is there day and night in this place?) of the ten day trip, as they cut through fog-shrouded, still waters, the ship runs across a sandbar, which actually is the sunken corpse of the dead god of putrescence and spoilage. After the requisite "horrific undead beings clamber out of the sea and attempt to kill everyone while the party struggles to free the ship and sail on," the PCs discover that all the food on the ship is ruined.

The PCs need to make Endurance checks to go without food, and when they finally do get out of the Derelict Sea a week later, they spot a pod of whales. All the food they could need, and all they have to do is succeed in a hunt against psionic cetaceans.
 



Astral dreadnaughts? Random ruined micro-dominions? Disabled or derelict Spelljammers filled with monsters, treasure, or desperate and hungry survivors?

Okay, my ideas aren't as fleshed out as RW's are, but I hope the help regardless.

Awesome beginning!

:rant: I'll be back!

If you have the cash and like planar stuff, "The Plane Above: Secrets of the Astral Sea" is very good.

Instead of gith, consider using Quom or Marut instead.
I kinda wish Maruts were Inevitables again.
 

I DM'd a game where the party travelled through the Astral. I rolled a bunch of times on the (3.5) Manual of the Planes random encounter tables, and came up with the following. This is from memory, so it may not be exactly right, but you get the idea.

A couple of mid-level (13th?-ish) NPC adventurer-types going on their own journey from point A to point B. They were pretty guarded about their intentions (read: as DM, I really didn't know why they were around), but (un)fortunately the PCs didn't interact with them much.

An astral dreadnaught. You've got to have one of these, even if it is a cliche.

A githyanki rrakma (mind-flayer hunting party) on its way to hunt. They were willing to chat with the PCs, and not interested in a fight or causing trouble, but they were somewhat anxious to get a move on.

A few days later, the shattered remnants of the rrakma returning to their home. At this point they were not in the mood to talk, but they still weren't going to pick a fight, especially after getting their butts kicked by the mind-flayers.

A mind-flayer with several umber hulk thralls, plus some goblinoids as menial servants (and snacks). The mind-flayer made mental contact with the psionic PC in the group and offered to buy the rest of the PCs from him. The 'flayer was pretty presistent about making the purchase, too. But the PCs stood firm, didn't get baited into a fight, and eventually the 'flayer left.

A bebelith that was tracking someone. It was bored and decided to attack the PCs. This fight attracted the attention of...

Several narzugons riding nightmares. They decided to attack the PCs, too.

A planetar on his own mission which he would not discuss with the PCs. (There was an in-campaign reason which is not important now.) The PCs tried to get healing from the planetar, but the god the PCs served wasn't the planetar's god, so it refused. The PCs almost attacked at that point!

An abandoned Leomund's Secret Chest, heavily warded (including repulsion) and arcane locked. I was very disappointed with the players for not wasting more time trying to open it. Ah well; I can always use it in another campaign.
 

My party was traveling through the Astral Sea, and I had a similar desire to want to include some of the flavor of the place but wanted to avoid having it take up too much time in the process.

I ended up using a skill challenge, which was relatively successful. Essentially, I had a few skills that they could use throughout the challenge:
Endurance, to hold the helm and steer the craft amidst the shifting currents.
Religion, to sense different astral dominions and steer accordingly.
Perception, to watch for dangers within the astral mists.
Arcana, to repair the ship whenever it becomes damaged.

In addition, I had them traverse several different scenes as they traveled. Here are a few of the ones I thought up:

-Several 'stars' in the astral sea appear to be drifting towards the ship, and the PCs realize these are actually some far realm aberrations being drawn to their vessel, and can use Nature to ward them off.

-A psychic storm rolls across the craft, carrying all manner of debris swept from the seas of time and space. Kitchen knives, discarded boots and children's toys are alongside gold necklaces and astral diamonds. All of them are temporally unstable, and Arcana is required to 'cleanse' anything they want to keep.

-Several winged sprites that dwell within the sea flutter by and pester them with questions - wondering if they are gods. If the PCs can find ways to keep them entertained, or manage to convince them of their divinity using Bluff, the sprites can answer valuable questions about their destination.

Some others I considered included needing to threaten off Githyanki raiders, negotiate with angels or other divine servants patrolling the seas, avoid being accidentally drawn into a dangerous astral dominion, etc. And this was before the Astral Sea book came out, which I imagine can provide even more ideas for similar short scenes.

While I used the skill challenge rules to provide an overall framework for the trip, I mostly just ran it as a series of full roleplaying scenes, and just called for the various skill checks at appropriate times to move things along.
 

Incidentally, I can recommend two old (d20/3e era) books full of planar goodness:

Beyond Countless Doorways -- billed as "A Planscape Reunion!", this book features contributions from Monte Cook, Wolfgang Baur, Colin McComb, and Ray Vallese. It's a collection of different planar locations which are dripping with flavor. Sometimes, I think the Planscapeyness of the locations is too much, but I guarantee you'll be inspired by something herein.

[ame=http://www.amazon.com/Legends-Lairs-Fantasy-Flight-Games/dp/1589941047]Portals & Planes[/ame] -- written by Mike Mearls, back when he was "merely" a freelance author (in this case for FFG) instead of Lord of D&D. This book is a lot more crunchy (i.e., rules-heavy) than Beyond Countless Doorways, but it still has plenty of inspiring material. Probably its best feature is the chapter that guides you through creating your own plane, similar to what Manual of the Planes does but with more knobs to turn and levers to pull.
 

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