A few months ago, I had one of those cool, full-circle moments in life. I ran into an old friend—someone I’ve known for almost 30 years—at Con of the North, a local tabletop convention. He and his buddy had sat down at the launch table for PsychScape Historical, my TTRPG. They were among the first 20 people to ever play the game, and it meant a lot. We’ve kept in touch ever since, swapping ideas, talking games, and just staying connected.
Then last week, he reached out with a question:
“Would you run a Spelljammer campaign for us?”
My answer was immediate:
“Yes!”
Last night, we kicked things off with Session 0 of our new Dungeons & Dragons 5E campaign, set in the wild and wonderfully bizarre world of Spelljammer. If you’ve never played Spelljammer before, imagine Guardians of the Galaxy meets sailing ships in space, with just the right amount of pulp adventure, floating cities, and cosmic weirdness.
We started by building characters, and wow—what a crew.
We decided to start the campaign with the Spelljammer Academy adventure series—a perfect prologue to Light of Xaryxis. The session opened aboard a Spelljammer training vessel high above Toril. The players were standing on the deck, watching the swirling gases of Wildspace when suddenly:
The mast exploded.
Half the crew was hurled into the void.
The cadets were no longer in training—they were in the fight of their lives.
And that’s where we left things: mid-crisis, staring into the cosmic unknown, with explosions behind them and destiny ahead.
More updates to come as we dive deeper into Wildspace. The players are ready, the dice are warmed up, and Steve the Great is always watching.
R.