D&D General Spelljaming Astral Mashup Question

SkidAce

Legend
Supporter
Some of you may have seen my custom "cosmos", but anyway...I'm working on the final bits combining astral travel and "spelljamming".

Here's the question: Which version of arriving at a system/plane would be most fun and good for adventuring?

a. Ship drops out of astral at the outer limit of the crystal sphere (outside all the gravity wells, similar to departure)
b. Ship drops out of astral at random location.
c. Ship drops near a specific destination...based on familiarity or skill roll.
 

log in or register to remove this ad




SkidAce

Legend
Supporter
i think option b is the most versatile for you as a DM. lets you toss your players into the middle of a situation
Valid, would allow for them to get "closer" to their destination than the bad guys (or vice versa), end up in an asteroid or other danger zone, etc.

Random linked with skill (Astral Navigation?) might be the way to go, allowing an invested player to avoid some of the perils of randoness.

Thanks.
 

SkidAce

Legend
Supporter
I like the idea of ships entering a sphere at the same location, preferably some sort of gate or portal. How are you going to embargo a crystal sphere otherwise?
Yeah, I had momentarily forgotten about that potential story. Hmmm.

There was thought about enemy fleets "outside" the system (near the astral curtain (which a portion of delineates the crystal sphere)) having the capacity or "mass" to drop approaching ships out into the astral.

Will need to think. Thanks.
 

Yaarel

🇮🇱He-Mage
a. Ship drops out of astral at the outer limit of the crystal sphere (outside all the gravity wells, similar to departure)
b. Ship drops out of astral at random location.
c. Ship drops near a specific destination...based on familiarity or skill roll.

I consider the "sphere of gravity" emanating from the solar system to be the "crystal sphere". Somehow the gravity is triggering the Wildspace, pulling the Astral Thoughts into information of the solar system. So a. The ship naturally drops out of the astral sea hyperspace when approaching the Wildspace system.

At the same time, I like the idea of c. Maybe, if one or more players are familiar, then a skill check means teleporting immediately to the familiar location − traveling at the speed of thought. If unfamiliar, or the check fails, then approach from the outer edge of the Wildspace, as normal.

There is an implication, Wildspace is a means of teleportation. Also, since both Wildspace and the Ethereal Plane can observe the Material Plane and the creatures there, I am unsure what th difference between them is. Except, the Ethereal can excert a force, while the Astral observation only in a kind of "augmented reality" within Wildspace.
 

SkidAce

Legend
Supporter
@Yaarel , yeah I like the skill/familiarity but it adds complexity to what I am trying to keep simple. If I develop an entire Spelljamming campaign I think I will incorporate it. Good thoughts.

For now, it appears that I will use naturally occurring ley line junctions at the outer edge for arrival. (most systems would have 1d3+1., allowing for blockcade/embargo.

See Draft Astral Webpage.
 

Umbran

Mod Squad
Staff member
Supporter
Here's the question: Which version of arriving at a system/plane would be most fun and good for adventuring?

a. Ship drops out of astral at the outer limit of the crystal sphere (outside all the gravity wells, similar to departure)
b. Ship drops out of astral at random location.
c. Ship drops near a specific destination...based on familiarity or skill roll.

That will depend on what the GM is going to do with cases (a) and (b).
 


Remove ads

Top