This is a quick run through of the mission plus some thoughts on running Spelljammer I'm finding from table play. Off the back of the Spelljammer Academy (SJA) adventure 4-parter I needed some one-shot ideas. I did not want to ramp into Light of Xaryx because I am doing that with another group.
Happily 'ship goes on a mission' is a solid set up for nice, contained adventures. To start off, we had the tiny Realmspace gazetteer in the back of SJA part 3 - and I liked the look of Coliar. A giant air-world, they have lizardfolk who trade with spelljammers, lots of potential here.
The setup.
For a hook, I just had an envoy come hire the players and their ship as a deniable asset. Due to the players previous actions the academy as a whole is short on cash so they were strongly inclined to take whatever jobs were going. This envoy, a representative of one of the fractions within the lizardfolk commune, needed someone to go after a downed ship in dragon territory. They were not able to do it themselves without causing a potential war so they needed outsiders, off-worlders to do it.
Session plan, first version