With the sails fully unfurled, a column of Syberis Dragonshard raises from behind the Wheel of Wind and Water. A column of light ascended from it to the burning elemental ring that powers the ship, and started to course and weave through it, banding the flame into endless braids of violet energy. These braids struck out towards the corners of the sails like intricate rigging, and the sails began to fill.
Those proficient with Arcana would likely have read about the principles of Spelljamming before this voyage. Space itself is a product of magic, with the ordinary physical universe having been created by the gods in much the same way a magewright forges space into a bag of holding. Like the creator of a bag of holding, the gods can reach into any part of the universe from wherever they are. This means that space is naturally compressed, from an outside perspective. Spelljamming works by disrupting that compression, allowing a ship within the cosmic bag of holding to travel as if it was outside of it, in defiance of the rules that normally govern the cosmos.
As soon as the sails were filled, touching on the currents of the Astral Plane, Eberron shrank swiftly away. Within but a minute, it had shrunk fluidly from filling your vision down into a pale blue dot - a mote of dust, suspended in a sunbeam. You were on your way now towards the closest star, a bright white dot in the constellation Astilabor, which the dragons worship as the God of Wealth.
The journey would take two days. During this time, you have a number of different character options. Choose one of the following, and post yourself doing it. This list may vary from voyage to voyage, and may include magic item creation if appropriate materials are available.
- Relax. If you were sick or injured, this would help. None of you are, so this has no effect. This could include religious meditation.
- Non-magical crafting. If you are proficient in an appropriate tool and brought it with you, craft up to 15gp of items for one quarter the listed price. Eg: you may build a 14gp item for 3 galifars and 5 silver.
- Gambling. Organize and play in a bridge tournament with the crew. Pay 10gp when you take this option, and roll intelligence/cards. Gain your roll in GP. For example, if you roll a 10, you break even.
- Practice. Choose an instrument, tool, weapon, or language to practice. You acrrue two practice-days towards proficiency. You need 70-(7*int bonus) practice days to become proficient. For example, a character with 8 intelligence would need 77 days, and a character with 20 intelligence would need only 35.
- Carousing. You drink and smoke wildly. Roll persuasion, and become friends with an NPC of your choice from the ship on a 10+. Roll on the Astral Kraken carousing table.
The Astral Kraken Carousing Table:
- In a drunken haze, you started to throw things off the ship to see them fly in a straight line away forever. You owe House Lyrandar 1d10x10gp to replace these items now.
- You get space sick from too much drink. You're sick over the back of the ship, at length.
- You decided to stand naked on the bow, and let the winds of space wash over you. The crew still snickers about it.
- You've slept with an NPC of your choice from the ship, and wake up beside them. Neither of you can quite remember why or how. If you roll this option again in a future voyage, you may opt to start a relationship with that NPC, or sleep with a new one.
- You upset one of the major NPCs of the ship somehow. You think you broke into their room, possibly interrupted their work. You'll need to apologize and roll persuasion.
- You have no idea what you did, but the chef will no longer serve you drinks. Make a persuasion check to make amends.
- While you were intoxicated, you agreed to put a junior crewman's gifted son through Morgrave University to become a magewright - an expensive proposition to say the least, likely requiring two hundred gold for a few basic introductory classes and a magewright's diploma. You may back out of this promise, but you'll probably really disappoint him.
- You decided to 'spar' on the ship. If two or more PCs roll this result, they will fight (non-lethally). If not, you pick fights, and spend the last day of the voyage out confined to your quarters to sober up.