After the convoy of ships, including the party’s Esperanto, leaves Primerus for Varnhold, on the edge of the Kohanim Sphere, they travel for 20 hours in the Firmament, the space between Spheres. Suddenly, the darkness of space reaches out to envelope the first ship. Immediately, Red Feather and Deaine, consult with the Esperanto’s Captain who has brought the Navigator. The Navigator pulls a crystal sphere and begins scrying into the darkness. They see the outline of a ship ramming their convoy ship’s hull. The ship is formed from some strange stone that reflects the darkness of space and as such appears cloaked from detection.
Deaine and Red Feather decide that their only option is to infiltrate the Black Ship. The navigator reads a teleportation scroll and they find themselves on the convoy ship’s main deck. A group of pirates attacks them and almost murders them. Once again it is Desna, ever vigilant of her questing heroes, who gives Deaine a vision. She sees a desolate wasteland haunted by shadows and phantasms, and a wizard who holds a stone of incarnate twilight. He gives the stone to Deaine and it immediately binds with her will. The stone aids her in battle and supplants her healing with a shrouded sustenance. She watches her wounds rejuvenate effortlessly.
With the stone’s aid, they defeat the pirates on the main deck. The ship’s swain emerges from the rear stairwell wounded and bleeding. He pleads for them to avenge his death. He tells them that the lower decks are compromised and the enemies are pushing them further below deck. Soon they will fall. He then promptly dies.
The decide to try to assault the Black Ship as they spy another attack party waiting on the main deck. Instead of taking them head on, they climb the rigging and make their across the tangled ropes toward the Black Ship. After reaching the Black Ship they attack the guards on her forecastle. They defeat the pirates but here they encounter a foul beast who sapped a piece of Deaine’s soul. The vile attacker is defeated and his corporeal form explodes into a gaseous cloud.
Frightened one of the pirates jumps off of the ship into the vacuum of infinite space. Red Feather tries to imprison the cloud with a wind wall but this merely delays the gas for a while before it eventually returns into the wood beneath the forecastle. After this, they both make their way to the main deck.
There they battle another group of pirates. Upon defeating them they search the two rooms beneath the forecastle. In one they find a carpeted room with a round table, stacks of books, a few maps upon the table, pillows lining the benches and a chest. They find a full set of maps of the Core Spheres, 2000 gold, and a slave of slipperiness.
In the next room, which is similarly carpets, they meet a woman who initially tries to fain innocence to give her the chance to attempt to dominate Deaine. She succeeds in dominating the space-slayer, but when she commands Deaine to attack Red Feather, the enchantment is broken by the bonds of adventurers. Both Red Feather and Deaine attack this foul enchantress who summons a body guard complete with greatsword and full plate armor. After a brutal fight, the witch and her body guard are both pounded into gas. They disappear below deck.
They find another set of maps, this one somewhat incomplete, which concerns the Colonial Spheres. They also find a set of papers (i.e., the crew manifest, cargo inventory, documents of passage, etc.), a bag of gear (including bracers, a ring, cloak, quarterstaff and a few scrolls), and the captain’s pistol (+2 military pistol).
With the stern-castle’s deck abandoned and the main deck’s pirates defeated, they decide to clear the rooms beneath the stern-castle. One room is a pantry, another a kitchen with a thug that tries to stab Deaine and who is quickly dispatched by her axe. They find the navigator’s chambers and pick up more maps of the Inner Drift, in addition to copies of the previous maps encountered.
Finally, at the rear of the ship, they find the Spelljammer’s room. Here they encounter an invisible person chained to the wall. They noticed the chain suspended in mid-air. The person reveals himself as Baelthus, and reports that he’s been a prisoner of these pirate’s for some time. He tells the party that he’s been forced to research an experimental engine that would shift a ship into the Transitive Realms of Existence. He also says that his belongings were taken from him by the captain, and the party decides to return the bag of gear to him. He says that he will aid the party if they can get him off of the ship.
In the final room on this ship, they find a hidden portion of the Spelljammer which appears to be billowing shadowy exhaust from its pipes. Baelthus is afraid of this device and recommends they do not enter the room. The party unflinching of Baelthus’s concerns, enters and searches the room. There they encounter a shade as it emerges from the machine. They defeat the incorporeal monstrosity and decide to head below decks.