By J. Paul LaFountain
The get together travels via 4 certain crystal spheres to conflict a strong strength of darkness. they'll locate themselves scuffling with not only for his or her lives, however the destiny of a whole sun procedure and its hundreds of thousands of population.
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Extra info for Crystal Spheres (Advanced Dungeons & Dragons Spelljammer)
The hammerships each have a major spelljamming helm with a 9th-level wizard controlling it (SR of 4). set, the following considerations should be followed. They are developed with an eye toward smooth and simple flow of the battle. T h e whole combat should take no more than 20 or 30 minutes of real time to play. Do not allow the PCs or the Hummingbird to become involved with the combat. They can observe the battle from a distance, but they are too distant t o arrive in time tlo affect the fight.
More accurately, The Gray Sword will find the PCs. The inclusion of the pirates in the game is left entirely up to the DM. If the PCs are in need of aid, one of the Hummingbird’s crew members will suggest seeking out the pirates. As the PCs’ ship searches through the aste- roid belt, the pirates will attack with the thought of stealing treasure in mind. Most likely, the PCs will own little that will be of use to the pirates (after all, gold and gems are of little use in an asteroid belt when children are starving).
If times of trouble arise, reinforcements for guards in battle meet here. 3. Arsenal: Weapons for the castle guards and for hunting are kept here. 4. Security room: This is the central office for castle security. The captain of the guard has his desk here. 5. Holding cells: These rooms are used to detain people for whatever reason. Due to the peaceful nature of Thesalys, this area is rarely used. 6. Duty sleeping quarters: On-duty guardsmen sleep here. Normally, the castle guards are provided quarters in the town nearby, but when they are on duty, they sleep here.
Crystal Spheres (Advanced Dungeons & Dragons Spelljammer) by J. Paul LaFountain
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