Gate, Spelljammer, and the Rule of Cool

So I’m kinda flying by the seat of my pants here, but I’ve been running a campaign for a while that’s now a spelljammer campaign with level 17 characters. I’ve been using some 5e rules for spelljamming but, to get to the point: my party wants to cast Gate to get to a moving spelljammer vessel that’s quite far away and raid it. They plan on extracting the person they know on the ship and potentially raiding and taking the ship for themselves. It tracks with the story and their goals so I don’t want to just fizzle the spell. (I’m not sure if I’d like them to decide this is their new mode of transport rather than their own ship, but they did the work to find out some names to use gate.)

Given that gate makes a stationary portal in front of the target, I’m wondering if I should make it an “issue” that it’s a moving target?

I’m conflicted with what seems the most interesting to start to this “dungeon”.

  • have them only catch the gravity well and land on the outside of the ship so they have to “break in” to the ship
  • Having them appear in different rooms on the ship to simulate the portal moving
  • Have the ship have some sort of designated teleportation area that’s heavily guarded but the spell snaps to there instead of the target
  • potentially have someone get stuck in a wall?
  • maybe just whiff the whole thing and have them wake up on a nearby planet?

I’m aiming to have a fun start to a raid rather than the party tpk’ing by accidentally teleporting into the void of space behind a ship that’s thousands of miles away by the time they pass through.

I was hoping to get some opinions or ideas on how to handle this situation.

Posted Jan 13, 2020, 5:18 AM UTC

14
Zordiz•

You could just say that for this casting of gate ypu use an alternate method that maybe has the portal form but only briefly, and instead of being stable it pulls everyone through at once and then disappears. The difference being that this method works better for boarding moving objects but as a result of its suddenness drops you a bit haphazardly wherever you were targeting (not necessarily in the formation or orientation you wouldve wanted). Maybe everyone gets pulled in and thrown out in a room on the ship and just kind of land on things. Or you could do the teleportation area one, i think that ones pretty cool. Makes for a nice entrance although less comical.

3
DrJitterBug•

Depending on how you would rule Immovable Rods work (I say relative to the planet, not in total spacial coordinates), I believe spelljammer logic for how the “air-bubbles” exist would make it so things that are “stationary” or “immovable” is relative to the nearest/largest thing.

So you could allow the Gate spell to dump everyone into the same area and move with the Spelljammer ship.

 

I assume you’re specifically allowing same-plane access for the Gate spell for a doorway, but not the “summoning a creature” option. Otherwise the Party could conjure their enemies one at a time at their leisure.

If you want a lower spell level option, there is a level 6 spell called Arcane Gate which is effectively what they’re trying to do (range limit is 500^(ft), but upcasting to a 9^th level spell for extra range would be a reasonable houserule), same issue with being “stationary” though.

 

I like the idea of the Party having to line up so the Gate “hits them” as it stays stationary is space and they continue moving.

Ending up in slightly different rooms and having to meet up is also novel. I suppose you could try to figure out a logical map, but I’d just pick funny rooms like the fridge, the vault, someone’s personal quarters, and in a closet with an alcoholic still going.

2
SongMonsterOP•

I like having them set up so that the gate hits them, but that fridge one is hilarious too!

1
DrJitterBug•

Could be both.

They get shot out of the other gate as it phases through the ship. Some enemy NPCs know something weird is happening because of a streak of light and a bunch of heavy thuds/clangs.

Maybe someone has to save vs meat hook in the freezer, and the vault clearly has an alarm spell and trap on the inside of the door, save vs the still gets knocked over and douses someone in rancid booze.

2