Mike's Spelljammer Campaign

The Crew: The Crew of The Kraken , a squidship, consists of an unlikely adventuring band of castaways and hired officers composed of numerous races and professions. Despite recent turnover, the crew is getting along relatively well. Their home port lies at The Rock of Bral in Bralspace.
 

"Timmy" , Helmsman (Rastipede):  Nicknamed  because no one is able to pronounce his name. This Insectoid enjoys the pay he receives to sit around and pilot the ship.

Gwar (Lizardman 7 Bar): One of the ship's original officers, this highly superstitious reptilian humanoid is a source of admiration amongst the crew due to his fighting prowess and drinking binges. He has a strange mixture of respect/fear for Myrian the Necromancer. He tends to eat on his own, as swallowing whole small mammals seems to upset his troops.

Myrian, (Human  7 Nec): Despite his cold demeanor, this gray necromancer has some fans amongst the crew due to his generosity towards their bar tabs. However, his talk of making the crew "more efficient" and his desire to "experiment" with fallen crew is quite unnerving.   His recent possession by the Necromancer known as "Manta"(1) has affirmed his desire to master the necromantic arts. In addition, Myrian has recently pledged himself in service to Prince Bruin.

Noyen,  Navigator (Elven 5/6 Bladesinger):  This recent addition to the crew was found held hostage by the pirate ship, The Barracuda (1), with fellow crew member "Stumpy." She is quickly becoming a crew favorite as she is brutally honest and does not keep secrets from the sailors.

Erakee aka "Stumpy" (Dwarf 6 War):  At under 3' tall. this dour and ornery recent addition is aptly nicknamed. His connection (and good relations) with the elf, Noyen, remain a mystery to all. Due to his lack of bathing habits, many of the crew call him "Stinky," albeit under their breath in light of the recent valor he demonstrated in nearly-single-handedly defeating two flowfiends in battle. Stumpy has recently made his nickname a duo-nomer due to an unfortunate run-in with Space Berserkers where he lost two of his fingers.

Captain Thalen  (Human 6 Invoker):  This native of Toril has recently become a captain after having a fall-out with his former employer. He now leads his fellow adventures through Wildspace and beyond. The captain is fair, but reserved and never talks about his past.

 Winchester, Ship's Doctor (Human 6 SpPr - Zilchus):  This devout follower of the Merchant's God has left Oerth to practice his art of surgery in the vastness of space - For a Price! He recently joined the crew in a recruiting stop in the town of Bonanza on  Greela. (6) He is stuffy and condescending. In his relaxing moments he sniffs bandy and tends to his pet mastiff.

Prince Bruin Shambrath of GreatSpace (2): This patron of the Ship's current mission hopes to restore tranquility to his home sphere from the clutches of his father's advisor, T'Lann.

 

The Crew's Alter Egos

(Names withheld to protect the innocent.)

Mission Log:

Mission 1:

     The Eurhythmic was commissioned  by Gaspar's Reclamations (3) to retrieve an ancient Olman artifact, The Cloak of One Feather (4) from the Lost Shrine of Tamoachan(5) in the Amedio Jungle on the planet Oerth in Greyspace. Once inside Greyspace, they had a brash encounter with an Astereater that nearly claimed one of the former officer's lives. In route there, they were stopped by an Elvish Imperial Navy (EIN) blockade. The elves feared that A drow Navy was amassing in nearby space. Luckily they were able to pass and make it to the jungle. The actual search for the ruins took many weeks. After enduring many strange monsters and devious traps, they found the bounty of their search and looted some nice things for themselves as well. Unfortunately, Gwar became very "attached" to a cursed battle ax he found.
    On their way back to its home port, the ship encountered The Barracuda (1) attacking The Hummingbird (2). The pirates after sundering the bird-craft, rammed  our heroes, and melee commenced. As lives were lost on both sides, Captain Edgar challenged the pirate captain to single combat for first blood, the loser withdrawing and surrendering spoils to the winner. THe gods looked kindly upon our captain and he won the battle.
    In the pirate's under decks, they were attacked by the Necromancer "Manta" who disobeyed her captain's commands to not molest the heroes. Upon entering her cabin, she unleashed a lightning bolt nearly killing our heroes and laying her own captain to rest. In the confusion that resulted, The Eurhythmic quickly looted the pirate ship's stores, saved Noyen and Stumpy from their brig, and disabled their helm so as to set it adrift. Soon after Bruin Shambrath was saved from the wreckage of the Hummingbird, its lone survivor.
    As the crew recovered, they continued to The Rock for some R&R and to collect their reward for recovering the cloak.

Mission 2:

    Whilst the crew was gallivanting, dark forces were at work. Secretly, "Manta" had possessed Myrian after a night out drinking with the crew. The Captain meanwhile questioned Bruin and agreed to take up his cause, learning that Bruin's homeworld was in trouble and being promised great rewards for help. He asked that the officer's be briefed after leaving port. THe captain hired Thalen as a new officer, and after the crew returned from leave and cashing in on the loot he gained adventuring (and paid off the loan on his ship), departed.
    The briefing began as Bruin explained how his father's reign had been corrupted by a foreigner advisor named T'Lann(2), and how after he challenged the leadership and intentions of his father's confidant, he became an outlaw of the state. At this point, the briefing, Myrian let loose with a lightning bolt on his fellow officers. So began a battle with the possessed Myrian and the other officers. Myrian was subdued and put in the brig. Soon thereafter, "Manta" possessed one of the sailor's and another reign of terror began - which ended after a number of the crew lay dead on the decks, and the first mate was also possessed for a short period. The crew eventually figured out how the necromancer managed these feats and destroyed the vessel that she retreated to after a mortal form was destroyed. This series of events confused and demoralized the crew. Although an explanation was given many of the sailors believe the vessel is now cursed.
    After the craziness was done, Bruin was able to finish his briefing. He believed the party's best bet to figure out why T'Lann has such an influence lies with his old tutor Keriacus(2). Not knowing his exact whereabouts he suspects that he now resides in HeroSpace based upon a manuscript he found.
    Their navigator has plotted a course to Herospace, but first they must travel the Flow through Greyspace and Krynnspace. While in the Flow, they found the mute tiefling who they call "Dastewart," a strange castaway who is adjusting to the new crew. A few weeks later they had a brutal encounter with a pack of flowfiends. These recent events are cementing the sailors' beliefs that the ship sails under an ill omen and desire to make port soon . . .
    Upon entering Greyspace they headed for the nearby planet of  Greela. On the way they stumbled upon a asteroid field that was being used as breeding grounds by a tribe of evil lizardmen. Although The Eurhythmic was able to outmaneuver most of their forces, one of the attacking squidships managed to successfully ram them. This led to a bloody melee which none of the lizardmen and few of the heroes' crew lived through.
    In the aftermath of this slaughter, many of the crew disobeyed Captain Sheridan. When they finally put in at port, many arguments occurred and the captain granted the captured Squidship to Thalen and fired all crew and officers. Thalen offered the others to form an adventuring band with each having an equal interest in the proceeds of the ship. This seemed to appeal to everyone's individualistic natures, although Noyen continued to be commissioned as Navigator.
    While on Greela, Noyen attempted to make an alliance on behalf of Bruin with EIN located at Cenbreadine. Partly due to their current conflict with Drow forces in the area and partly due to lack of belief of Bruin's position, they reluctantly agreed to allow 10 commissioned elven marines to join their crew. Dastewart in addition made some political contacts in the area, gathering what information he could.
    Later, Myrian , Dastewart, and Gwar took a transport to the Frontier town of Bonanza. Stopping in a saloon, they became acquainted with Dr. Winchester. As Gwar sampled the local booze he was accosted by a yokel - leading to an all-out bar brawl. Winchester and Dastewart stepped out while the reptilian and the death-mage began mopping the floor with old coots and wildmen. Just when it looked like the tables might be turned upon them, "Stumpy" arrived and raised some hell himself. Then they all boogied before the posse arrived.
    Disappointed with his fellow's recruiting efforts, Thalen commissioned Winchester to help him fill the ship. This led to a late night deal in a bordello with an old sea dog (& Galley Master) by the name of "Cookie." After some brief negotiations, he promised a crew of 28 sailors would be present on deck the day of their departure. Under the guidance of Gwar & "Stumpy" the crew hired workmen to finish repairing their ship aand prepared for departure.
    After christening the new ship, "The Kraken," our band of unlikely heroes soon made their way into the cold void of Krynnspace(7) . . .
    Elsewhere, the GIN (Gnomish Imperial Navy) Destro-wheeler Class IV Ship, aka "The Masher," (8) was on maneuvers in the outer realms of the space. They were training with their new Spudnik fighters and their Hot butter Spreaders(9). After a long day, they ate their dinner (spaham and chips). Unbeknownst to the minoi, their jettisoned peelings would be a grave insult to a new enemy, for the potato refuse hurtled through Wildspace until it came in contact with the air envelope of a Clipper Ship commanded by a scout crew from the Minotaur League(10). Upon enterin said atmospheric envelope, the garbage rained by the Minotaur officers to their disgust and disgrace. The response was swift and violent. The mighty bombards roared against the more maneuverable gnomish contraptions, smokepowder launched deck-recking munition whilst potato-powered fighters dog-fighted with the Clipper's personnel - sometimes leading to kamikaze ramming attempts after the potato guns jammed. At one point, the mighty minotaur captain lost his head to a well-aimed potato and the gnomish mothership was held together by its own guideposts . . . Both ships saw another vessel's form against the background of the sun . . . and both ships signaled for aid.
    . . . One of Cookie's boys reported the two distress calls and the flags of the ships sending them. Suddenly the captain was faced by a conodrum, which ship to help - the chaotic and possibly dangerous tinker gnomes ("Good forbid they should get on our ship"), or the lawful and societally evil minotaurs("Captain the men loading their cannons look enslaved, let me at them!"). In the end, passions felt most for the gnomes. The minotaur ship was allowed to withdraw peacefully, and our heroes escorted The Masher to its home port.
    While in , Winchester decided to try to make some extra cash in exchange for lessons in the arts of surgery. The Gnomish Council of Guilds warmly welcomed the opportunity, and the entire Council convened for the observance of his techniques. Winchester smirked, after filling his tillbox (after Zilchus took his cut), the silly gnomes had paid him in steel - he would clean up in this sphere the next time he came through.
    Meanwhile, the captain brokered a deal to have a gnomimsh sweeper installed in exchange for his ship's assitance. The rest of the crew guarded and otherwise monitored the ship during the stay to insure that the gnomes did not "improve" anything else.
    After this diversion, the ship restocked and  made the long voyage to Herospace(2). They were immediately beset by a squadron of "peacekeeper" hammerships. They were hailed by Jolep, the "Office Manager" and apparently another Priest of Zilchus (and Unfriendly acquaintance of Winchester). Eventually, the party made it through the security clearances (and fees) to arrive on the surface of Cumberland, where they hoped to meet the scribe Keriacus(2).
    The surface was pleasant and they teleported in near a small town where they received directions to the scribe's cottage. The place was ill-kept and loaded with half-read or half-wriiten volumes. Bruin tenderly embraced his mentor and the group updated him as to the recent strife in Greatspace. The scribe was able to unearth some lore on their nemesis, but not enough, eventually they decided to try to scry the scoundrel.
    Dark forces must have been watching our heroes, as T'Lann detected the sorcery and unleashed a spell that brought foul undead into the sage's home. The abominations destroyed the crystal ball and broke Keriacus himself as they overwhelmed our heroes.  A misfire fire arrow soon set the entire scene ablaze and the heroes ran for cover. Outside they came upon a strange neighbor who with a possessed look in her eyes, told the group to get the fireseeds from Alivere in Faeriespace(2). Fearing the inevitable arrival of a militia force, they quickly left.
    On a quick-paced flight through Herospace, they dipped into the atmosphere of Chaostromme due to a navigational error and were beset by a drakkar full of berserkers. After some out-maneuvering and missile barrages, The Kraken boarded and made good work of the unrelenting ferocity (Stumpy lost some fingers) of the unyielding warriors sending many to the valkyries and a deserved rest. - in the process garnering some much needed funds.
    The party soon shuffled off to Faeriespace -and were in awe by its majestic beauty. They eventually landed the ship in a lake in a fay forest. Stumpy was teased by a band of curious nixies and forced to "take a bath." The faeries evntually set them of the direction of Alivere's palace.  On the way they got a kite out of a treant's branches and shared some pie with human villagers. Even Myrian was impressed with how the various races got along . . . although stumpy nearly threw a fit when he saw dwarves sharing guard duty with goblins. The said guards granted the heroes an entrance because said-rescued kite belonged to Alivere.
    They were led through a mansion of unworldly design and impossible dimensions and presented to Alivere, a creature of remarkable beauty but indeterminable race. He grreted them, but spoke no more. Finally the party asked for the seeds and he agreed to give them to him on the condition that they find the source of an "imbalance" to shrakma and the worlds-tree.
    The party so agreed and scouted the lower regions of the world-tree discovering a breach in its bark. There they discovered a warren of Termite-men . . . and an extermination begins . The party battled through the warrens of the termite-men. After two forays they managed to slay the Queen and finally end the imbalance of the Life Tree. After again speaking to Alivere, they gained the Sun Seeds and were directed to return to Herospace to fullfill their destiny.
 

Notes:

(1) See SJ A2 Skull & Crossbones
(2) See SJA3 Crystal Spheres
(3) See SJR5 The Rock of Bral
(4) Adopted from the Maztica Setting
(5) See C2 adventure of the same name
(6) See SJR6 Greyspace
(7) See SJR7 Krynnspace
(8) A modified Sidewheeler of course! Some Cargo space was sacrificed so that it can carry Spudnicks and armed with a special "battering" ram.
(9) A Greek Fire thrower variants - particularly effective vs giant space clams!
(10) See Time of the Dragon
 

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(Note to My Players - I may adopt any, all or none of this material.)