Noodling on another Spelljammer campaign premise:
The PCs are the last remnants of a dying civilisation - they are a completely cosmopolitan group of survivors whose history abruptly starts when their ancestors woke from a strange fugue with no memory of how they came to be there, but with a variety of skills well trained from long use. The world on which they live is a ruined wasteland, such that over the generations since all the other tribes have dwindled and died out, and the PCs are close to all that is left.
The world is bereft of a sun, with the sky permanently covered with thick cloud cover. The dominant feature is a broken tower made of an unknown metal, impossibly strong and impossibly thin.
And then one day a Spelljammer craft descents from the clouds and crashes.
Thereafter, the PCs investigate the downed craft, fight off some monsters, and come into possession of a damaged but workable ship, and a ship with a single ghostly survivor (to provide useful exposition).
Thereafter, they head into space to discover what is out there, and start unravelling the mysteries of how their ancestors came to be on Cinder, why they suddenly disappeared, and the nature of these towers. And, of course, there is the issue that they are being pursued - there is something about the survivors of Cinder that makes them of great interest to many less-than-friendly forces.
I think this one has legs... and yet I'll probably never run it. I can see a mid-section involving a tour of the Spheres, which should be good. I can see a finale involving a showdown with their previous captors. It's just linking those up that is potentially an issue, but that's workable.
One thing of note: in this campaign the PCs wouldn't have backgrounds, nor speak any language other than Common, due to the nature of their culture. I would therefore be inclined to instead let each PC create a custom not-background - pick two skill and two tool proficiencies, plus either the Skilled or Tough feat.
No comments:
Post a Comment