The Chase
Background
The Crimson Pathfinder emerges from the Astral Gate and they looking for traces of the Spelljammer of the Masks of Ulric. With some checks they can find the trail and follow it to a burning world nearby. On the way there they're attacked by the Masks and a have to battle another Spelljammer.
After the victory, the either claim the ship, destroy it or damage it beyond repair.
Scene 1: Hollowspace
The Spelljammer exits the Astral Sea and is dropped into a Wildspace system. From the deck of the vessel they see a yellow star in the distance, a red glowing world nearby and the instruments onboard pick up more planets nearby. A strange cold can be felt in this system not one of temperature but... something you feel in your spirit.
A massive fissure in the fabric of the Astral Sea can be seen in the distance. Purple cracks spreading out from the center as if a glass plate has been struck by a hammer. The vessel moves closer swiftly and the kandoori that accompanied you break off to go on their own Astral adventures. Ship bells start ringing and the Captain yells:"Officers! To your stations! Crew prepare to re-enter the Material! Be ready for anything!"
They exit the Astral Sea and stop to get their bearings. Let them do some roleplay and allow some rolls to find out information on their location.
Scene 2: Exploring the area
Here we will reveal the map.
With some Checks they can find the route to Ghurro and the Ylia Cluster.

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