10 Spelljammer Story Hooks

As August quickly approaches, and we all anxiously await the re-release of Spelljammer 5e, a topic I covered in a previous blog, I am excited to share that D&D Beyond has recently released a free module, Spelljammer Academy, on D&D Beyond! In nearly the same week, new images from the James Webb Space Telescope have also been shared. It seems that this week, space is the place! Thus, I find my mind brimming with inspiration and ideas. I wanted to share a few ideas you can use as inspiration for your first forays into the exciting world of Spelljammer!

  1. Ship Attack - While sailing the Astral Sea the party is assailed by an enemy ship bent on capturing or destroying the party’s ship! These raiders could range from astral reavers to dragon-riding githyanki raiders or even a nautiloid carrying a crew of mind flayers. The goals of the enemy crew could range from raiding for supplies or treasure or, in the case of the mind flayers, new hosts for their young.

  2. Lost Civilization - The Party is tasked with navigating through uncharted wildspace to discover what lies beyond a stellar phenomena. After successfully navigating to the other side, the party discovers a civilization that has been cut off from the rest of the astral sea for some time. How long was this civilization cut off? Are there any survivors of this civilization? Are they hostile?

  3. Ghost Ship - A famous ship long thought lost to wildspace has returned and has been spotted in several locations near harbors friendly to the party. The party is tasked with investigating the return of this infamous craft. As the party investigates the history of this returned ship they can discover how and why it has returned. Is it truly a ghost ship crewed by the living dead or an opportunist looking to cash in on the reputation of a long lost ship?

  4. Heist - The party is tasked with liberating an item from a secure location. This could be a magical item, a fabled treasure map, or even a stolen family heirloom. Who tasks the party with this heist? What resources do they have at their disposal? What’s in it for the party? What is the item for? What complications come up as the party enacts their plan?

  5. Call for Help - While sailing the astral sea, the party comes across a vessel in distress. This could be a vessel that narrowly escaped an attack from astral reavers or it could be a derelict vessel that is seemingly abandoned. This could also be a merchant ship, passenger ship, or even an exploration vessel. Why is the vehicle stuck? Is anyone in immediate danger? Are there any survivors? Is this a trap? How long has the ship been in distress? What dangers lurk within the ship or nearby?

  6. Doomsday Cult - The party is in a race against time as they try to prevent a mysterious cult searching for powerful artifacts from performing a ritual to bring about the apocalypse! This could be a localized apocalypse, forever changing a single planet or plane, or a galaxy-shattering end to all space and time. How does the party get tangled up in the cult’s plan? Is the cult a small group of unstable chaotic individuals, or a well- organized secret society with far-reaching influence? What is their goal? How do they rationalize it? Do they wish to usher in a new era? Do they not understand the device? How can the players stop these cultists?

  7. Treasure Hunt - The party learns of a valuable treasure either unknown or thought long lost. Perhaps they happen upon, unlock, or decipher a map that shows them the way to the treasure and adventure ensues! Are they the only ones who know about or are seeking the treasure? What is the treasure? Where is it? Is there a guardian? Is the treasure cursed or does another lay claim to it?

  8. Stowaway - The party discovers that an uninvited guest has stowed away aboard their ship. This could take the form of a street urchin searching for food, a nefarious doppelganger, a spy, or even a monster that climbs on board. What is the goal of the stowaway? Are they running from someone or are they just hungry? How does the party discover this stowaway and how do they deal with it?

  9. Hostage Negotiation - The party must negotiate for the return of a hostage before that hostage is forced to walk the plank. . .in space! This could be the negotiation of a friendly npc, a contact who knows where to find something the party is looking for, or even a fellow party member. How was this person captured by the hostage takers? What are their demands? What are the stakes? What will they do if their demands are not met? Will the party be able to doublecross the hostage-takers before they themselves are doublecrossed?

  10. Here there be Monsters! - The party is attacked by a monster as they sail through the astral sea! This could be an ambush by a strange creature or a hunt organized by a local port. Is there a reward for killing this monster? Why is the monster attacking the ship? Is it defending its young or a treasure or perhaps just hungry? What other complications come from fighting this monster?

These are just a few ideas I have been kicking around for short adventures that could be used as adventure hooks for Spelljammer. The astral sea is a really cool place and I cannot wait to explore it with the release of Spelljammer for D&D 5e. I hope you are also inspired by some of these ideas and bring them into your own Spelljammer campaigns!

Take Heart!

Karington Hess

Game Master and Founder of Open Heart Games

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