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Saving Commodore Krux, a Spelljammer Adventure

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Saving Commodore Crux

Introduction

Concealed within the caverns that riddle the underbelly of the asteroid city on the Rock of Bral, a gang of plasmoid scoundrels known as the Amoebros have made an unlikely home. But when a deal goes south, and an honorable soldier throws a wrench in their plans, the gang’s lair becomes a cage for the captured veteran. The stage is set for a daring rescue and a chance to uproot a dastardly criminal plot.

A Spelljammer: Light of Xaryxis Expansion - What's this all about?

After arriving on the Rock of Bral in Light of Xaryxis, chapter 4, “A Friend Indeed,” Captain Sartell instructs the party to seek out Commodore Krux for the next phase of their adventure. In the book, Commodore Krux is simply waiting for them at the Happy Beholder. In this adventure, Commodore Krux has gone missing, and the party must embark on a daring adventure to rescue him. 

The purpose of this adventure is to give the party more opportunities to interact with the Rock of Bral and its inhabitants as well as to build significant relationships with Krux and his crew. In addition, the adventure introduces a plasmoid gang called the Amoebros to add more depth to the criminal underworld of the Rock of Bral.

As always, it is up to you how much of the content to use. It’s perfectly fine to use some parts of this supplement while discarding others, or simply let the ideas presented here inspire new ideas of your own. This supplement assumes a party of four to six characters of 6th level.

This Adventure Includes:

  • Combat. Take on the fearsome plasmoid gang, the Amoebros!
  • Exploration. Investigate the docks for the missing Commodore Krux!
  • Social. Build connections with the crew of the Second Wind in a daring adventure.
  • Color VTT-Ready Maps. Explore the Amoebros' Secret Grotto on the Rock of Bral.

Adventure Summary

The party seeks out Commodore Krux at the Happy Beholder. After speaking with the patrons, the party learns that Krux has disappeared and gets a lead to check out his ship, the Second Wind. At the ship, the party learns from Fel Ardra and Flinch that Krux is being held prisoner by the Amoebros in a cave on the underside of the Rock of Bral. The party infiltrates the Amoebros’ lair, gets past the guards, and learns of the animal experimentation performed by the gang. In a final climactic scene, the party rescues Krux from Ripples, the wicked boss of the plasmoid gang.

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Reviews (1)
Discussions (1)
Customer avatar
Joseph F November 01, 2022 8:35 pm UTC
The full sized preview link is broken. Just fyi.
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Customer avatar
Daniel K November 01, 2022 8:41 pm UTC
CREATOR
Thank you for letting me know. I'll ask DMsGuild support!
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Daniel K November 01, 2022 11:39 pm UTC
CREATOR
Should be fixed now!
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12
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File Last Updated:
January 19, 2023
This title was added to our catalog on November 01, 2022.