Spelljammer 5e: Hand of Celestian
I have spent a few months playtesting the new Spelljammer rules, and working out the kinks. (Well, most of them, I think).
I am going to try my hand at it again and hope having a better understanding of the newer rules (and there are some surprising differences from the 2e version) and having patched some of the holes (like a take off and landing time of months based on really LARGE air envelopes around planets). I have threads posted details some of the differences between editions, as well as the occasional house rule "fix" to existing rules, such as impossible take off and landing times.
Please be aware, I do try and use the rules extensively. This apparently surprises some people. I also think the lack of resources and foraging opportunities in space are a challenge to be overcome, not ignored. Again, not everyone agrees.
The game will start in the Astral bringing together a group of strangers several decades out of step with current events in the various Prime systems.
You were exploring the Astral Plane when you encountered an Apparition made of coalesced starlight. it beckoned, and curiosity compelled you to follow. the trip took days, probably weeks, but such was travel on the Astral, especially to new locations.
And, eventually, your destination came into sight: a derelict spelljamming ship. You see more Apparitions drawing close to the ship when, suddenly, they all fade away, leaving you and a handful of others floating in the Astral around the derelict.