unseenmage
2021-08-26, 10:24 AM
After one false start where poor internet stymied our gaming attempt we finally managed to have our first 3.P Spelljammer game.
Game is gestalt 3.P. No epic, no mythic, some cheese allowed. 3rd party allowed with permission. All campaign setting explicitly theoretically exist out there somewhere.
We are level 4. I'm a cleric of Gond//rogue, I'll post the others when I remember. Game was much delayed and builds changed a lot.
Both PCs and the DMPC are wandering the phlo for their own reasons.
My Sacred Guardian Effigy Flying Monkey is searching for a way home to Faerun (yeah Sacred Guardian is from Krynn, there're reasons for that).
The middle aged High Elf Noble (PF race builder to add SLAs) had a run in with druids of an unfavorable sort. Warlock//Wizard
And the medium sized ratfolk DMPC is a gregarious sort with a fantastically bad Russian accent. Possibly/probably inspired by a certain Borderlands character. He spent most of the session either unconscious or drunk. Fighter//warlock
We are traveling on a gnome junker that was kind enough to pick us up. And when I say junk J mean it is nearly in tatters. Seems we're traveling with the sky faring version of the Beverly Hillbillies.
A strange non-phlogiston fog rolls in and sleep affects the rat folk DMPC, the captain, and the whole crew excepting the first mate (an incompetent left to the position only by family ties).
The elf and Construct monkey are immune.
A human vessel in poor repair looms over the prow through the fog.
Football headed goblins swarm the ship as more goblins man medium size net guns mounted to the railings. The nets never hit anyone even though the targets are unconscious and prone.
The goblin captain shows as well demanding surrender even as he boards.
There are never and coup de gras even though the gnome crew was asleep.
The magic robot flying monkey starts off by pinching the nose of the nearest gnome to test how powerful the sleep effect is. The gnome wakes up. It is just a regular crewman who immediately steps into melee beside the elf.
The dice hate the poor elf and they get hit and critter a few times by melee goblins and range attacked by the goblin captain. As the tallest person aboard both ships AND an obvious spellcaster its no wonder the gobbos try to gank the mage first.
The first mate eats volley after volley of goblin short bow fire. The cat sized effigy monkey wakes up one more gnomes crewman, an actual guard, before heading below decks via the myriad literal holes in the decks to wake up the pilot.
The guard gnome lobs crossbow bolts from a station of preloaded crossbows meant to aid the deck crew in repelling boarders. He hits a bunch. The melee gnome crewman melees. The elf spider climbs up a stack of crates and lobs magic from a higher, less melee-able position.
The pilot is awoken, the incompetent first mate remembers he should have rung the alarm bell, and the goblin captain succumbs to a suggestion that while he is gone his crew is robbing him all on the same turn. Contrary to expectation the gnomes, now awake, don't run. They unanimously counter board as the gnome pilot brings the deck of their ship level with the deck of the goblin crewed vessel that was previously above them.
The bespelled goblin captain makes the poor choice to back to his ship, fails, and us crushed between the two ships. (We find out later that the original plan was for him to escape, yay us.)
The goblins are quickly overpowered, their filthy vessel commandeered, and their pilot mysteriously never found.
Among other things is a Gondsman (a familiar-like construct made via the Techsmith of Gond prestige class) and a scroll with enough contingencies and buffs on it that it practically a mortal made artifact are handed over to the effigy monkey as Gond is the deity they're built for.
The Gondsman is in rough shape. Even without the goblins violent attempts to reprogram it. Turns out it cannot recall the name, face, or location of its creator/master. But it does recognize the monkey as having been made by the guy who made the guy who made itself.
The scroll too has had its creator erased. A spell on it recognizes the monkey as a devotee to Gond and plays a message. Basically, 'If found please return to ______.'
The name wasn't unintelligible, it just wasn't there.
The Gondsman gets repaired en route and the scroll squirrels away till later.
Eventually, we are confronted by a human empire vessel of basically magical space human supremacists who insist that the beloved goblin vessel is theirs.
Our captain browbeat them into only accepting the troublesome goblin pirate prisoners instead.
We beat a hasty retreat though it is their port in their sphere we are headed to. A GM created sphere that exists to house these guys.
When we arrive the city is being overrun by forces whose banners hail from Faerun. Two forces working together who just shouldn't be. Forces from a nation that in my GMs shared universe was conquered heart and soul by a conniving great wyrm red dragon.
And with them are Lantanese, specifically followers of Gond originally mechanized and mobilized by my own previous character (who is also the creator of the current effigy monkey character, and has been missing for some time).
According to the GM these two nations shouldn't be working together at all.
As our night comes to a close we see a mechanical great wyrm red dragon cruise over the city setting its defenders ablaze. Our captain, fearing for their relatives on Toril (they have gnome relatives everywhere it turns out) sets us in that direction. I know out of character that he won't but my effigy monkey is hopeful to finally find his way home to his Master's side.
Post game we work out some loot prices. We're promised at least one safe port of call between here and more plot. Spelljamming speeds, Crystal Sphere sizes, and how all that relates to ratfolk short lifespans is discussed.
If I can find time I'll try to post our homebrew that our resident math guy distilled from the original spelljammer stuff about travel times and wild space distances.
If any one is curious I can go further into the monkey's backstiry too.
Or the other characters too, but I'd have to ask their PCs first.
I've been reading a lot of spelljammer bestiaries and am infinitely amused by that at present.
Might try my hand at a 3.P conversion thread if there's interest. I would require lots of advice getting it started I'm sure.
Game is gestalt 3.P. No epic, no mythic, some cheese allowed. 3rd party allowed with permission. All campaign setting explicitly theoretically exist out there somewhere.
We are level 4. I'm a cleric of Gond//rogue, I'll post the others when I remember. Game was much delayed and builds changed a lot.
Both PCs and the DMPC are wandering the phlo for their own reasons.
My Sacred Guardian Effigy Flying Monkey is searching for a way home to Faerun (yeah Sacred Guardian is from Krynn, there're reasons for that).
The middle aged High Elf Noble (PF race builder to add SLAs) had a run in with druids of an unfavorable sort. Warlock//Wizard
And the medium sized ratfolk DMPC is a gregarious sort with a fantastically bad Russian accent. Possibly/probably inspired by a certain Borderlands character. He spent most of the session either unconscious or drunk. Fighter//warlock
We are traveling on a gnome junker that was kind enough to pick us up. And when I say junk J mean it is nearly in tatters. Seems we're traveling with the sky faring version of the Beverly Hillbillies.
A strange non-phlogiston fog rolls in and sleep affects the rat folk DMPC, the captain, and the whole crew excepting the first mate (an incompetent left to the position only by family ties).
The elf and Construct monkey are immune.
A human vessel in poor repair looms over the prow through the fog.
Football headed goblins swarm the ship as more goblins man medium size net guns mounted to the railings. The nets never hit anyone even though the targets are unconscious and prone.
The goblin captain shows as well demanding surrender even as he boards.
There are never and coup de gras even though the gnome crew was asleep.
The magic robot flying monkey starts off by pinching the nose of the nearest gnome to test how powerful the sleep effect is. The gnome wakes up. It is just a regular crewman who immediately steps into melee beside the elf.
The dice hate the poor elf and they get hit and critter a few times by melee goblins and range attacked by the goblin captain. As the tallest person aboard both ships AND an obvious spellcaster its no wonder the gobbos try to gank the mage first.
The first mate eats volley after volley of goblin short bow fire. The cat sized effigy monkey wakes up one more gnomes crewman, an actual guard, before heading below decks via the myriad literal holes in the decks to wake up the pilot.
The guard gnome lobs crossbow bolts from a station of preloaded crossbows meant to aid the deck crew in repelling boarders. He hits a bunch. The melee gnome crewman melees. The elf spider climbs up a stack of crates and lobs magic from a higher, less melee-able position.
The pilot is awoken, the incompetent first mate remembers he should have rung the alarm bell, and the goblin captain succumbs to a suggestion that while he is gone his crew is robbing him all on the same turn. Contrary to expectation the gnomes, now awake, don't run. They unanimously counter board as the gnome pilot brings the deck of their ship level with the deck of the goblin crewed vessel that was previously above them.
The bespelled goblin captain makes the poor choice to back to his ship, fails, and us crushed between the two ships. (We find out later that the original plan was for him to escape, yay us.)
The goblins are quickly overpowered, their filthy vessel commandeered, and their pilot mysteriously never found.
Among other things is a Gondsman (a familiar-like construct made via the Techsmith of Gond prestige class) and a scroll with enough contingencies and buffs on it that it practically a mortal made artifact are handed over to the effigy monkey as Gond is the deity they're built for.
The Gondsman is in rough shape. Even without the goblins violent attempts to reprogram it. Turns out it cannot recall the name, face, or location of its creator/master. But it does recognize the monkey as having been made by the guy who made the guy who made itself.
The scroll too has had its creator erased. A spell on it recognizes the monkey as a devotee to Gond and plays a message. Basically, 'If found please return to ______.'
The name wasn't unintelligible, it just wasn't there.
The Gondsman gets repaired en route and the scroll squirrels away till later.
Eventually, we are confronted by a human empire vessel of basically magical space human supremacists who insist that the beloved goblin vessel is theirs.
Our captain browbeat them into only accepting the troublesome goblin pirate prisoners instead.
We beat a hasty retreat though it is their port in their sphere we are headed to. A GM created sphere that exists to house these guys.
When we arrive the city is being overrun by forces whose banners hail from Faerun. Two forces working together who just shouldn't be. Forces from a nation that in my GMs shared universe was conquered heart and soul by a conniving great wyrm red dragon.
And with them are Lantanese, specifically followers of Gond originally mechanized and mobilized by my own previous character (who is also the creator of the current effigy monkey character, and has been missing for some time).
According to the GM these two nations shouldn't be working together at all.
As our night comes to a close we see a mechanical great wyrm red dragon cruise over the city setting its defenders ablaze. Our captain, fearing for their relatives on Toril (they have gnome relatives everywhere it turns out) sets us in that direction. I know out of character that he won't but my effigy monkey is hopeful to finally find his way home to his Master's side.
Post game we work out some loot prices. We're promised at least one safe port of call between here and more plot. Spelljamming speeds, Crystal Sphere sizes, and how all that relates to ratfolk short lifespans is discussed.
If I can find time I'll try to post our homebrew that our resident math guy distilled from the original spelljammer stuff about travel times and wild space distances.
If any one is curious I can go further into the monkey's backstiry too.
Or the other characters too, but I'd have to ask their PCs first.
I've been reading a lot of spelljammer bestiaries and am infinitely amused by that at present.
Might try my hand at a 3.P conversion thread if there's interest. I would require lots of advice getting it started I'm sure.