I need some help tying the spelljammer adventure ‘light of xaryxis’ to my own campaign. Should I change encounters to my own? Should I not run it at all? Please, help?!
I don’t know what happened to the thread but basically I’m having trouble tying the spelljammer adventure ‘light of xaryxis’ to my own campaign (ps if the thread works for you then just ignore this:))
I need some help tying the spelljammer adventure ‘light of xaryxis’ to my own campaign. Should I change encounters to my own? Should I not run it at all? Please, help?!
Honestly, there aren't that many things that need changing. The hook works fine as long as your players have a world they care about and call home, whether or not that world has much of an affiliation with Astral Space. The encounters don't really need to be changed either.
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Got a friend interested in running a spelljammer campaign and ramping it up fast for for crazy combats. How are you having difficulty? Not looking for spoilers but whether I should pass over your experience to help out. I know there a mini campaign if you want to start the players off at a lower level and get the buy in before jumping into the higher stuff. The “spelljammer academy” stuff.
Tying it to your current game should be pretty easy, actually :0
The opening hook only requires you be in a port town of some kind. If you're not on the coast, you can toss a big river used for trade on the map and go from there. If that doesn't work for you either, make a short adventure around making it to the coast or a port town with some sort of goal that gets interrupted or even ruined by the events of the adventure's opening. Read through the encounters and see if you'd like to change anything, but the whole point of a lot of the early encounters is to throw stuff at your players that they've ostensibly never seen before assuming they're unfamiliar with Wildspace.
It’s a pretty cool adventure. I would def recommend running it after you use Spelljammer Academy to get the party up to fifth level. The NPCs are interesting and well developed, and some people hated it but I actually really liked the ending.
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I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
Tying it to your current game should be pretty easy, actually :0
The opening hook only requires you be in a port town of some kind. If you're not on the coast, you can toss a big river used for trade on the map and go from there. If that doesn't work for you either, make a short adventure around making it to the coast or a port town with some sort of goal that gets interrupted or even ruined by the events of the adventure's opening. Read through the encounters and see if you'd like to change anything, but the whole point of a lot of the early encounters is to throw stuff at your players that they've ostensibly never seen before assuming they're unfamiliar with Wildspace.
i actually started them off by destroying their old characters from Icepire peak. they had taken over phandalin and i killed them with a crystal vine right off the bat.
I need some help tying the spelljammer adventure ‘light of xaryxis’ to my own campaign. Should I change encounters to my own? Should I not run it at all? Please, help?!
I don’t know what happened to the thread but basically I’m having trouble tying the spelljammer adventure ‘light of xaryxis’ to my own campaign (ps if the thread works for you then just ignore this:))
Honestly, there aren't that many things that need changing. The hook works fine as long as your players have a world they care about and call home, whether or not that world has much of an affiliation with Astral Space. The encounters don't really need to be changed either.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Got a friend interested in running a spelljammer campaign and ramping it up fast for for crazy combats. How are you having difficulty? Not looking for spoilers but whether I should pass over your experience to help out. I know there a mini campaign if you want to start the players off at a lower level and get the buy in before jumping into the higher stuff. The “spelljammer academy” stuff.
Tying it to your current game should be pretty easy, actually :0
The opening hook only requires you be in a port town of some kind. If you're not on the coast, you can toss a big river used for trade on the map and go from there. If that doesn't work for you either, make a short adventure around making it to the coast or a port town with some sort of goal that gets interrupted or even ruined by the events of the adventure's opening. Read through the encounters and see if you'd like to change anything, but the whole point of a lot of the early encounters is to throw stuff at your players that they've ostensibly never seen before assuming they're unfamiliar with Wildspace.
It’s a pretty cool adventure. I would def recommend running it after you use Spelljammer Academy to get the party up to fifth level. The NPCs are interesting and well developed, and some people hated it but I actually really liked the ending.
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
how do i even find the thread
i actually started them off by destroying their old characters from Icepire peak. they had taken over phandalin and i killed them with a crystal vine right off the bat.
That's hard