Gnomish Space Marines

Episode 1: Fate is fickle

Gnomish Space Marines
(to the tune of Yellow Submarine)

In the sphere where I was born,
Lived the oldest gnome I’ve seen,
And he told us of his life
In the Gnomish Space Marines.
So we jammed up to the sun
In our fine well-built machine,
And we joined the stately ranks
Of the Gnomish Space Marines.

[chorus]
Wee all part of the Gnomish Space Marines,
The Gnomish Space Marines, the Gnomish Space Marines.
Yes, we’re all part of the Gnomish Space Marines,
The Gnomish Space Marines, the Gnomish Space Marines.
Got our tinkers all aboard,
All the ones we could afford.
Our kazoo band likes to play. . .
[musical interlude]

We’re all part of the Gnomish Space Marines,
The Gnomish Space Marines, the Gnomish Space Marines.
Yes, we’re all part of the Gnomish Space Marines,
The Gnomish Space Marines, the Gnomish Space Marines.

Create lvl5 characters, Any class, but must be a small race (gnome, pixie, halfling etc). You may pick two magic items, neither of which can be greater than level 5. This adventure takes place in the old Spelljammer scenario.

You are the boarding crew of the HMS The Stars My Destination under Captain Chockablock Ankle Cutter Grease Monkey the Eleventh. Your motto: No one fears the Gnomish Space Marines until they are dead and plundered. Captain Chockablock has recently ‘won’ a treasure horde from a yearly gathering of space pirate captains. Amongst the spoils was a very odd document titled “Once you make a decision, the universe conspires to make it happen.” Once relegated to the to-do-list, this document has become the new obsession of the captain. The last page is a hand-drawn sketch of a weathered forgotten citadel circling Toril, the Forgotten Realms Planet. This is your current destination.

Encounter 1: Skill challenge to find the citadel
20 surges at risk (20 success needed) you can use any skill no skill can be duplicated in a round, a single character can never duplicate a skill
2 rounds
DC of 14=1, 22=2

What you see: plateau of an asteroid. Covered in treacherous mountain terrain. No living creature can be seen during your approach. The only place to land is an uninviting port, littered with abandoned and junked spelljammer ships. Off in the distance is a multi-spired keep; carved out of the very asteroid.

Crawling over the ships looks something like mechanical spiders, with gears and cogs and flashes of lightning. While the body of the horror is only about two feet in diameter, the legs give the creature an overall diameter of about four feet. In the front of the body is a crystal that enables the horror to see. Two depressions, one on each side of this lens, serve the horror as hearing organs. Two limbs (located roughly below the hearing dishes) serve as claws.

Perception checks reveal a lack of metal on the ships. Due to the nature of the terrain and creatures, Captain Chockablock sets off to orbit the asteroid as the company sets forth.

Encounter 2: The docks
Abandoned spelljammers crawling with clockwork horrors
Surprised if no perception check is made
1st round= 1A, 1B
2nd round= 1B, 5C
3rd round= 1A
5th round and on= minor action may call upon Ship to lay waste to an area (area burst 1 10dmg, you roll at will vs reflex)

HP AC Fort Ref Will Speed/Init At-will Encounter Encounter
Clockwork horror (A) golem-like (2) 40 18 15 20 12 4 12 AC, 1d66 lightning Close burst1 globe of darkness
Clockwork horror (B) spider-like (2) 40 15 15 20 18 6 Area burst 1 8 Will, 2d44 lightning, slide 1
Allowed a saving throw to regain full HP after first death Minor release 5 minions when dead close burst 3, 10 Fort, 1d88, dazed save ends
Clockwork horror © spider-like (5) 1 20 20 20 20 10 +10 Reflex, grabbed, vulnerable 5dmg, then +5dmg per adjacent horror

Encounter 3: The Chess Set
Picture Yoda’s Hut from Star Wars, only slightly larger with multiple floors. The room you enter is empty but for a pair of chairs flanking an ornate chessboard. Played to a stalemate. You notice that the floor, the pieces, the board have been worn away from use. Upon inspection, no damage can been seen, just wear and tear, and you get an inkling that the pieces have been played with for millennia. Upon the table and off to the side of the chessboard are two wine glasses each with filled with a collection of marbles; in one glass all the marbles are clear, but radiate light, in the other glass are marbles of different colors (some even have a picture or diagram). You notice that the wine glasses are equally full.

With an arcana or religion check: You notice the walls are lined with bookshelves and are filled not with books, but wine glasses. Some empty, some full. In a blink of an eye though, the vision disappears.

Curiosity gets the best of several of the characters and they begin to play. After several rounds an old man’s voice can be heard upstairs, “Lady is that you? Come to finish our game? I did not expect you for another turn or I would have had some tea in the pot. No matter, with my streak, it will only be a matter of moves before I win again.” Coming down the stairs wrapped in a plain white toga is pleasant, middle-aged man, with starry void eyes.

Friendly at first seeing he has company he starts to offer you tea and cookies, or whatever you would like. What houseguest wouldn’t. Then he notices the Chessboard.

WHAT HAVE YOU DONE!!!!!! CAN YOU NOT SEE THAT I WAS WINNING! DO YOU SEE ME TRUDGING INTO YOUR HOUSE, PLAYING WITH YOUR TOYS OR TELLING YOU WHAT TO DO. NO! I THINK NOT! DO YOU EVEN KNOW WHAT YOU HAVE DONE! THINK OF THE CONSEQUENCES!

Stopping abruptly, he tries to regain composure. “Well, I haven’t had a little fun in a while. I guess it must be FATE which brings you here. “ He chuckles at this last statement. There is a blinding light, and when you can finally see, the man and room have become a giant. At second glance though, it is not they who have grown, but it is you who have been shrunk. You stand upon the ChessBoard of Fate, its weathered wooden and stone surface look all the more real now that you are its pieces. Across the board you see ghostly images of yourself.

Roll Initiative:
The rules:
The enemy is your mirror image. Whatever damage you take, your double takes half. You become that which you touched or moved.

When all looks lost

In strides a woman. Not just any woman, but the epitome of what a woman aspires to be. She exudes, intellect, charm, wit, finesse, and beauty. Wrapped solely in a white toga, her only adornment is a monarch butterfly hair clip. She coolly strides over to chessboard and takes her seat. (Perception roll to hear a familiar sound jingling?)

The man yells, “You here, what are the chances, a million to one?” Upon saying this, the man starts and stares horrified at the woman, who only cracks a smile. Within this smile you see that million to one chance.”

The Lady’s Boon: ask yourself “what is it you desire right now”…. Example choose 1
Immediately spend a healing surge, regain an encounter power, or make a move and minor action.

After the battle Fate says “What have you done? Don’t you know the events you have put into motion. What will the others says.”

Lady says: “I don’t play to win, I play not to lose. It is foolish for the others not to see what was foretold long ago. This is the only way.” (Passive perception to hear a familiar sound jingling?)

You notice that Lady transforms into a female Halfling equipped with pirate clothing, a dagger, and butterfly pin and some dice. “Want to roll some dice?” she says as she strolls towards the HMS The Stars My Destination.

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