Spelljammer...just wow

Maybe someone needs to pitch Spelljammer to the new Iron Heroes owners. ;)

Dump all the 'let's tie all the worlds together theory', keep the far out fantasy physics, and throw in some of the updated 3rd edition stuff floating around out there. Pun sort of intended. :p

A few little tweaks and it'd be Awesomeness to the 5th power :D
 
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In Iron Heroes, magic is usually unpredictable, untrustworthy, or evil.

"What powers your ships?"

"Well, we've got the tortured soul of a lich, but I'm thinking of trading up to a ship that's driven by the mad dreams of a god called Kluth- katha - I dunno, he's under some sea."

"Cool."

"Yeah, you'd think that, until you try to go to sleep."
 


MoogleEmpMog said:
Honestly, the scro/elf conflict in Spelljammer always seemed more central to the setting to me than any conflict in FR or Greyhawk. It seemed like something you could avoid, but not really ignore - if war broke out, your privateering/merchantman/adventurer PCs might not get involved, but only because they made a point of not doing so. The default assumption was that sooner or later you'd probably get sucked into the conflict. At least, that was the impression I got, how I ran the setting, and how I've seen it run.

Agree with this: if you played the SJ modules, particularly Goblin's Return and Heart of the Enemy, this was a decent major conflict, even if Heart of the Enemy was a bit daft in places.

Cheers


Richard
 

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