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Adventure Title
SJ-DC-SNC-Pirate-2025 Plunder in the Void
Session
Date Played
2025-09-12 11:00:00 UTC
Levels Gained
GP +/-
Downtime +/-
10.0
Location Played
BMG (Online - Baldman Games)
DM Name
Spencer N.C.
DM DCI Number
Notes
Session Notes 2025-09-12-A SJ-DC-SNC-Pirate-2025 Plunder in the Void Game Code - SJ-DC-SNC-Pirate-2025 Game Name - Plunder in the Void Location - BMG VDDW Table/Session - x Slot (for survey) - y DM - z This adventure starts at Starport, an astroid space station orbiting Toril, the planet where Faerûn is located. It's place where those from the Forgotten Realms cross paths with those from SpellJammer, so either can serve as an origin point for your character. While this advenutre does contain some deep cut lore from SpellJammer's past, it's designed to be fun for players who have only heard of the setting as much as those who've been playing in Wildspace for decades. Party - Tandur https://www.dndbeyond.com/characters/150711173 Drixxt https://www.dndbeyond.com/characters/152288316/u3T2NS Jax https://www.dndbeyond.com/characters/151835170/b5XN46 Mistral https://www.dndbeyond.com/characters/129899943 Servando https://www.dndbeyond.com/characters/139334800/C1UBfJ Drixxt 24, (m) Tri-kreen Fi-10 [114] (Galiver (f)) Jax, (m) Harengon Ro-9 [66] (Captain Chaos) Mistral (f) h elf Ro-4/Cl-1 [28] (Mark) Servando (m) elf Bd-8 [59] (Wandering (f)) Starport Asteroid space station orbiting Toril. Wildspace = D&D "magic" space Job board Crew wanted Jax swashbuckler Mistral shy Pirate approaches Ship = Lovely Lady Mission Large ship,, unusually wide, unarmed. John Robbin Heist Lost galleon, alter the balance of power "I want to take her" A - obtain map He can't; he's too well-known. Something slightly off about him Mustache looks wrong Not normal speaking Heroic Inspo Bounty on new ship, 50% split. Negotiated. 65% (= 5000) Enter Spelljammer Academy Lucky Lady is disguised. Ship becomes longer and narrower. New name+ Lady Luck. We go to get map. Map to the Void. Find in the Nexus sector. Middle deck is casino. Open Lord of Waterdeep license document Laerul. DM chuckles. Look in chests in empty rooms. Clothes. Not the captain's. Former crew. We dress like cadets in SJ Academy. Ball bearings. Cadets x3 Servando & Tandur become invisible. What's your name? Rudnat is what I will say. Cousin. Taffy. Visitor. 20s human (m) at orrery. Mirt. Returned. John Robbins reacts poorly to "red" nickname. Mustache. Red. Suspicious. Forged silverhand seal. Bridge + quarters Seated at helm High speed The Void The Prize Search grid Lost for years Advanced spelljammer ship w/ advanced weapons [tc- no idea what next lines mean... In case of difficulty Nobody recognizes The Prize Rock of Brawl Break Detect Magic Casino tables use magic to bend the odds Locks + sea hel [no idea] Lower deck Former occupants left personal belongings Pot Healing Gr Pot Resist Acid It's a pleasure ship, not a pirate ship despite what he calls it. Drop out of "high speed." Something within 1 mile. Not "The Prize" Human-built; well armored. [not?] Captain's quarters. Bridge. Human wig nearby. Jacket Mustache Vault. 2 keys + verbal. 2 years Tracker Void Shark Minigame 5 squares vs 6 squares 3 squares visible [] requests feedback on ship nav mini-game Success. Arrive at The Void. Enhance Ability at 5th level Nightmare hellscape of rocks and dead titans. 4 hours of searching Asteroid Ship Body at helm Sharp shark-like teeth, but more conical, but with multiple rows. Dagger: no idea how it was made That thing tried to posses me Combat 1 Pilot's spirit / ghost Init 22 Returned lent consumables End Rewards - 9fa4-4a03-bd04 Claimed Rewards: - 5000GP Entered on character sheet. Energy cell from *The Prize* (Wand of Lightning Bolts) (Wand, rare (requires attunement by a Spellcaster)) This is one of the depleted energy cells that used to power the ancient Wildspace ship known simply as "The Prize". While it may no longer be able to power the ship, it's still hold more than enough power to vapourize the careless. This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by 1 for each additional charge you expend. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. Entered on character sheet. Potion of Acid Resistance (Potion, uncommon) This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of unwashed feet. When you drink this potion, you gain resistance to acid damage for 1 hour. Entered on character sheet. Potion of Healing (Greater) (Potion, uncommon) This potion was found in a abandonned footlocker on the Lady Luck; it smells faintly of cheap cologne You regain 4d4 + 4 Hit Points when you drink this potion. The potion’s red liquid glimmers when agitated. Entered on character sheet. Pack of Smokepowder and Firearm Bullets (Wondrous Item, uncommon) (Ammunition) Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight tiny, waterproof leather packets. A packet contains enough smokepowder for five shots. If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals 1d6 of fire damage to each creature or object within 20 feet of it. A successful DC 12 Dexterity saving throw halves the damage. 5 Firearm Bullets are included in the package; Firearm Bullets are destroyed upon use in a modern firearm. (By DDAL rules You must deduct 6GP from your reward if taking the smokepowder item) Entered on character sheet. Deduct 6 GP Entered on character sheet. New survey link https://www.citadelgeek.ca/feedback