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SHADOW OF THE SPIDER MOON

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Credit8
Jntroduction Game Design: Andy Collins
Cover and Interior Art:
pel/ja111111er: Shadow of tl>e Spider M oon is a d2C Scott Schomburg
Editing Ut Art Direction: Erik Mona
9a1ne of space fantasy. lit this 901ne, freeboo tin9 Graphic Design: Andy James
half-elven corsairs rub shoulders \vitb \veoltby Logo Design: Sean Glenn
Based on the original Spelijammer cam-
bolflin9 111ercbonts and dwarven freedo111 fi9hters , while paign setting created by Jeff Grubb
fending off deadly foes such as drow, y11on-ti, ond and the original DuNGEONS UT DRAGONS
game by Gary Gygax and Dave
dreaded 1nind flayers. Arneson.

Spelljo111111er uses tf>e d2C syste1n, as based on the This Polyhedron d2o System Mini-Game
requires the Dungeons ut Dragons
D&D Player 's f)andbook. In fact, this 9a111e is si111ilor Player's Handbook, Dungeon Masrer's
Guide, and Monster Manual 10 play.
enougb to D&D that you can use virtua lly any D&D Polyhedron Mini-Games adapt the stan-
dard DfJtD rules and conventions to
product in you r Spelljci111r11er co111pai9n \vitb little or no
nonstandard sellings and genres.
difficul ty. Qo\vever, it a lso odds ne\v and \vondrou s Unless specifically noted in the tex1.
this Mini-Game follows the core DfJtD
ele111ents. incl11din9 fl yin9 s hips . fireor1ns , and oll the rules. If you know how to play
DuNoEoNs UT DRAGONS, you'll pick up
skills, feats , a nd presti9e classes you need to explore the the rules of this game in moments.
Spelijammer: Shadow of the Spider
vastness of space! Moon utilizes game mechanics devel-
oped for the new DUNGEONS UT
If you \vont to incorporate portions of this 9on1e into DRAGONS game by Jonathan Tweet,
Monte Cook, Skip Williams. Richard
your D &D co1npoi9n. that's jus t os easy. l\11 of the ne"'
Baker. and Peter Adkison. This Wizards
syste111s use familiar tenns and 1necbonics, 1nal(i119 it of the Coast game contains no Open
Garne Content.
s irnple for o DM to odd 9no1ne scoven9ers , soaring
OuNCtows GT DRAGONS. OVID. and OuHGEOH MASTtR
vessels , or fl o1ne -tbrowin9 pistols to bis bo1ne 901ne. are registered 1rademart..s owned by Wizards of
1he Coasr. Inc.• a subsidiary of Hasbro. Inc.
Polyhedron and rhe d2o Syslem logo are rrade-
So s trop on your cutlass ond trus ty s ideorrn, a nd hois t marl>.s owned by Wizards of 1he Coas1, Inc. No
pon1on of 1h1s wort.. may be reproduced 1n any
the rnoinsoil! I t's ti111e to toke fanta sy into the stars! form wrrhovr wr111en permission from 1he publisher
TaHle of ~onfenf8
18 Chapter I: Chara cters
A ship cannot sail without a steady crew.
Will your wizard give locomotive power
to the party's vessel? Will your fighter
defend the ship from drow and mind flayer
allacks? Will you emerge from humble
spacehand origins to become stellar corsairs
or planetary explorers?

32 Chapter 2: Spa ce and


Spelljamming
In the sys1'em of the Spider Moon, majestic
and terrible vessels ride stellar winds in
search of adventure and plunder. Learn how
to handle space travel using the d2o System,
and take a moment to peruse the gallery of
spelljamming vessels your characters soon
will encounter.

46 Chapter 3: Equipment and magic


Before heading off to space, you'll want to pack
an airsuit, several firearms, and a bag or rhree
of bullets. Don'r forget a spelljammer heln1, or
you're not getting off the planet.

52 Chapter 4: Selling
The system of the Spider Moon contains
eight distinct worlds loaded with adven-
turing possibihries. Brave the barren
deserts of Ashen or plumb the depths
of Quelya in search of the treasure-
fi lled structures of an ancient race.

64 Chapter 5: Enemies
A life in space is about much more than
plundering ships and exploring strange
worlds. It's also about fending off rhe
preda1ions of drow, formians, and yuan-
ti. Even worse. it can mean an
encounter with a mind flayer crew
hungering for tasty brains.

Special Pull-Out
Spelljammer GoRens
Twenry-eight tokens to help you
manage ship-to-ship combat,
from rhe lowly illirhid boreworm
to rhe majestic elven amada.

17
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he characters of Spelijam1ner: to favor lightweight, brightly colored anger. Barely a generarion removed
Shadow of the Spider Moon clothing that doesn't restrict 1heir l'rom the loss of 1heir homeworld,
come from a wide variety of movement. dwarves are a race withour rrue direc-
backgrounds and play a range Relations: Humans rend ro accept tion or purpose. Though some still cling
of roles. In some cases, these rhe orher races at face value, without 10 the hope that the invading mind flay-
appear very similar to 1he familiar ele- undue prejudice. For this reason, they ers might still be defeated, these hope-
ments of DU!D, but mosl characters make excellent intermediaries between ful few represent only a small portion
differ in subtle bur important ways. foreign cultures. of the dwarven populace. Woe betide
Alignment: Humans span rhe enrire anyone who tries to cheer up a sullen
Races range of alignments, wirh no particular dwarf with a jest!
The races of the Spelijammer setting predilection. Physical Description: As in the
are functionally identical ro the charac- Homeworld: All humans in the sys- Player's Handboof.. , except that most
ter races presented 1n the Player's tem hail (originally) from the watery dwarves are completely bald and clean-
Handbook. Use rhe racial traits as pre- world of Quelya, third from the Pyre. shaven. They voluntarily undergo this
sented there for your characters. Even those humans born elsewhere, ritual as a remembrance of their lost
However, personality rraits, relations, such as in the asteroid city of Discord, world. Only a dwarf who has com-
and other characteristics vary as pre- look to Quelya as their homeworld. pletely turned his or her back on the
sented in this chapter. Religion: Humans rend to worship a rest of the race dares grow hair on
range of gods, but the most significanr head or face. Their dress appears drab
numans
As both the youngesl and shortest-lived
1n most settlements is Pelor the sun
god. Fharlanghn is also widely vener-
to others, since dwarves have little use
for color (their underground, darkvi-
of the races, humans are always push- ated. but more as a god of travel than sion-controlled existence leads to a life
ing to expand their knowledge and of roads (which tend to be short on seen in black and white).
Influence throughout the system. Quelya). Relations: Dwarves have little choice
Rela1ively new to spelljamming, humans Language: Humans speak Common. but to coexist with other races, though
have nonetheless taken to it with a mix- Names: Human names vary greatly. they do so grudgingly. They can't
lure of fervor and grace that belies Some families adopt naming traditions understand how the gnomes cope with
their young culture. from other races, while others favor the loss of their homeworld, and they
Personality: Humans are adaptable names that indicate their occupation or have little patience for elven politics.
and outgoing. Though perhaps not as role in society. Dwarves find humans and halftings
ambitious as halflings, humans never- Adventurers: Humans take to the acceptable company, though the rela-
1heless share that race's int·erest in adventuring life with ease. A human tively short lifespans of those races
"what's out there." Since human may adventure for glory, for wealth, generally prevent s1rong bonds of
recorded history doesn'1 go back as far for power, or simply for personal friendship from growing. Despite the
as that of the other races of the sys- enjoyment. Some aim to prove them- ancient enmity between dwarves and
tem. humans are often seen as the selves (or their race) 10 others. ores. the dwarves understand that half-
"children" of the region. orcs are as much victims of the illithids
Physical Description: As in the Dwarves as they.
Player's Handbook. Mosl humans have Once a proud race of skilled craftsmen Alignment: Dwarves still retain their
skin tones ranging from lightly tanned and mighty warriors, the dwarves of benl loward law, 1hough many have
to bronze to near-black from their con- roday are a defeated people, scattered rurned from good to neutral in the
tinued exposure to direct sunlight, throughout the system 10 live out their years of separation from their world.
though those raised away from the remaining days in sullen solitude. Homeworld: The dwarf homeworld,
human homeworld of Quelya sport a Personality: Mos1 dwarves are Moradin's Forge, is a cold, dark planet
lighter range of skin tones. They tend extraordinarily grim and quick to where virtually all life exists far
and the goals of his noble house.
Personality: Elves personify
patience. With their long lives. elves
are content to let their plans and
schemes unfold over years or even
decades.
Physical Description: As in the
Player's Handbook. though their dress
and demeanor is both graceful and
showy. Elves tend to dress to display
their sranding and altitude, with differ-
ent garb for various ceremonies or
even times of day. Their attire suggests
possibilities while simultaneously con-
cealing reality.
Relations: The elves' unique per-
speclive often infuriates other races.
particularly halflings. who have little
taste ror silting and waiting for things
to happen. Humans and elves have
always been friend ly to one another,
though some elves take a parronizing
attitude toward rheir "less civilized
cousins." Though half-elves are theoret-
ically welcome in an elven court, many
elves tell snickering stories about their
parenrage. Elves see dwarves as a
hopeless cause, and turn up their noses
ar the "grubby" gnomes. When they
deign 10 recognize half-ores. ir's gener-
ally only as hired muscle.
Alignment: The only true rule of
elven society is thar no one looks out
for you but yourself. Thus, most elves
tend toward chaos. with little use for
strong tendencies of either good or
evil.
Homeworld: Perianth, fourth planet
from rhe Pyre, is a cool forest world.
The tall conifers give shade to the
ground below, cloaking the elven courts
Language: As in the Player's in perpetual twilight.
Handbook. The Dwarven alphabet is Religion: Elves worship Corellon
shared with the language of ores and Larethian as both rhe Preserver of Life
gnomes. and the Great Planner of Creation. His
Names: As in the Player's Handbook, patience, both in the celestial courts
beneath the surface in geothermally rhough many younger dwarves forgo and in rhe hunt, is the stuff of legend.
heated caverns. For thousands of years the use of a clan name. Language: As in the Player's
the dwarves battled the other native Adventurers: Dwarf adventurers Handbook.
humanoid species. the ores, for control may be freebooting mercenaries, arti- Names: As in the Player's Handbook.
of the planet. Only the arrival of the fact hunters. or would-be freedom Adventurers: Often, younger chil-
conquering illithrds quieted this ancient fighters. dren from powerful elven families seek
war. and now the only dwarves remain- adventure as a means of finding a new
ing on the Forge are either slaves or Elves station in life. Other elven adventurers
freedom fighters. Elves are polite, patient schemers. On might be outcasts from the court or
Religion: Moradrn is the chief deity the surface, they seem placid and simply those with less patience than
of the dwarves. though with the loss of unmoved by events around them, a their fellows.
their homeworld rhe worship of veritable calm amid the storm. But an
Moradin has waned. Many younger elf's inner thoughts betray his chaotic
dwarves know lirrle of their race's nature, seeking the ever-elusive edge
patron and crearor. to help advance his personal schemes

--~~~~~~~~~~~-rJ_ Q
Polgheoron 19
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Religion: Gnomes revere Gari others simply want to establish a name


Gnomes Glittergold as a protector who looks out for themselves.
The victims of an ancient cataclysm, for those who are crafty enough to
rhe gnomes of today wander as a look out for themselves. naf f-orcs
homeless race. Unlike the dwarves, l anguage: The Gnome language uses These simple. brutal creatures are the
whose loss has crippled their culture, the Dwarven script. II is not known descendants of illirhid breeding pro-
the gnomes have learned 10 face their whether this is the original language of grams. Knowing no home. culture. or
hardships head-on, seeing opportunity the gnomes. or if ii is merely a deriva- true place in the universe, half-ores
in every setback. tion of 1he dwarven tongue picked up occupy the lowest rung of the social
Personality: At their hearts, gnomes after the race scattered through the ladder.
are plucky pack rats, scavenging system. Personality: Half-ores are generally
through the discarded trash of every Names: As in the Player's Handbook. short-tempered and ill-mannered.
culture in the system. Even broken or Adventurers: For most gnomes, However, they are as quick to laugh as
seemingly useless objects still have adventuring is an assumed way of life. they are to fight. Despite their poor
nails. fabric, or even scrap metal that Virtually every gnome has been an position, most half-ores seem to ignore
may come in useful al a later point. adventurer of some sort during his life, the social stigma that other races seem
Centuries of enforced pragmatism and whether scavenger, asteroid miner. or to expect they should feel. When a
self-reliance have shown the gnomes treasure hunter. half-ore bothers to think about his situ-
that unbridled curiosity Is a dangerous ation ar all, he inevitably comes to the
thing, but any gnome worth his salt naff-elves conclusion that since it's not his fault,
won't shy away from exploration or The long-term friendly relations he has nothing to be ashamed of or
new experiences. After all, one never between humans and elves have led to worried about. Then he has another
knows what useful knowledge or useful a fair number of half-breeds roaming drink, or bashes another chair, or sings
items may come of it! the system. Some are children of loving another bawdy song.
Physical Description: As in the parents, while others are outcasts. Physical Description: As in the
Player's Handbook. A gnome without unable to find a place in either society. Player's Handbook.
a bit of dirt or grease under his fin- Personality: The half-elf personality Relations: Though most races see
gernails is rare indeed, and any melds the ambition and drive of the half-ores as the scum of the system,
gnome of adult age seems to have human parent with the grace of the half-ores seem oblivious to others'
a perpetual squint from years of elven parent. If raised by one culture opinions of them. While the average
peering too closely at the refuse or the other. the half-elf is likely to half-ore envies those more wealthy
of other races. exhibit more traits of that culture. than himself, the half-ore knows that if
Relations: Most races look down Physical Description: As in the he wanted your gold, he could probably
on gnomes at least a bit, though this Player :S Handbook. take it from you.
ranges from bemused grins from Relations: Half-elves are both uni- Alignment: Half-ores tend toward
humans to snipes of "grubby scav- versally accepted and widely distrusted. chaos and unstructured lifestyles.
engers" from the elves. Halflings Their lack of fixed loyalties make them Having no real exposure to their orcish
secretly respect how the gnomes welcome in most situations, but their ancestry, they have no particular bent
have coped with their poor situation, outsider nature prevents them from toward evil.
though most successful halflings ever becoming truly settled into a new Homeworld: like half-elves, half-
wouldn't want to link the two races in group. orcs have no homeworld. Instead of
any way. Dwarves think the gnomes Alignment: Most half-elves are neu- being torn between two cultures.
cope far too well with the loss of tral, tending toward the chaotic nature though, the half-ore simply rationalizes
their homeworld. of their elven ancestors. this as "wherever I am, that's where I'm
Alignment: Gnomes are most often Homeworld: Half-elves have no from."
neutral. lending toward good. Despite homeworld of their own. Those raised Religion: Half-ores generally wor-
the terrible tragedy of their pas1, most by human parents see Quelya as their ship human gods, particularly those of
gnomes are good-hearted and will help homeworld, while those brought up in strength or war.
out others in need (as long as it doesn't elven society look upon Perianth as Language: Half-ores speak Common.
endanger the gnome's survival too much). their place of origin. Names: A half-ore typically chooses
Homeworld: The gnome homeworld Religion: Half-elves raised among his own name as soon as he can talk.
is long gone. Even its name has faded humans worship human gods, while This leads 10 most half-ore names being
into history. All that remains of it is a those brought up by elves generally simple, guneral sounds. Occasionally. as
wide belt of asteroids named the Chain revere Corellon larethian. a half-ore reaches adulthood, he might
of Tears. Small colonies of gnomes dot language: Half-elves speak Common choose another appellation to add. such
the asteroid bell, though a good portion and. if raised among elves, Elven. as "the Brutal" or "Blood-drinker."
of the race calls no location home. A Names: A half-elf's name depends Adventurers: The half-ore lifestyle
number of gnome settlers moved to on the culture in which it was raised. naturally lends itself to committing vio-
Moradin's Forge after they lost their Adventurers: Half-elves are natural lence and needing money, which makes
planet, and most now serve as slaves adventurers. Some seek to prove their them natural adventurers. Many serve
of the illithids. place in human or elven society, while aboard spelljamming vessels until they
- · ~ .


um ans amm1n
• •
WI a mix ure a er er an race.
can afford 10 go it alone (which lasts Names: Halflings tend to accumulate Almost any spelljamming ship of any
about as long as it takes ro drink their names, 1hinking that a longer name size keeps a cleric on board to tend to
wealth). makes them seem more powerful and and support the crew. These might hail
importanr. from any race or cullure, and religions
nalflings Adventurers: Every halfling is an of many sorts thrive in the system.
The halfling is always looking for an adventurer. Some explore new fron- Some clerics have even been known to
angle, some opportunily that will bring tiers in search of hidden wealth, while worship deities linked with other races,
him fortune. power, or both. others anempt to make their fortunes so cornplete Is the lntegralion of cul-
Personality: In his heart, the halfling by ''liberating" the for tunes of others. 1ures.
perpetually seeks his golden opportu- While mosr druids prefer to remain
nity. They are explorers and risk-tak- on the planet of their birth, others see
ers, traders and dealmakers. They know Classes the expanse of space as nature's ulti-
they have no hope of succeeding in life This section describes how the core mate mystery. Races with a close link
through strength and physical power, classes from the Player's Handbook to the narural world, such as elves and
so they dedicate their lives to cultivat- function in the game, and also humans, are most often found as
ing other means of controlling their sit- describes a number of prestige classes druids, though any individual seeking to
uation. unique to the sening. learn more of 1he secrets of nature can
Physical Description: Halflings follow the path.
always dress well, anempting to intimi- Core Classes Fighters have a place in any combat,
date others with shows of wealth. Each of the classes presented in the regardless of planet. and they can be
Relations: Halflings put on a good Player's Handbook has a role in the found among all races. Dwarves. half-
face with everyone, never knowing if Spelljammer setting. Some are linked orcs, and humans are perhaps the most
that's the nex1 person 1hey'll need 10 closely to a specific race, culture, or common fighters. The smaller races-
deal with. On the inside, they respect planet. while others span a range of gnomes and halflings-often prefer less
those races that succeed through force options. physical means of resolving issues, and
of wit, such as the gnomes, or by plan- Barbarians still stalk the more sav- rhe highly cultured elves sometimes
ning, such as the elves. Many halflings age reaches of every world, and some disdain brute force.
hold a grudge against elves, however, choose to venture from their tribe Monks are rare sights in the system,
fearing that the elves can "see even int·o the depths of space. Human though 1hey are by no means unknown.
through" their ploys and merely humor and halfling barbarians come from iso- The dwarves of Moradin's Forge once
the halflings for their own personal lated island tribes of Quelya. Dwarf maintained a number of monasteries
joke. barbarians might hail from refugee dedicated to instilling discipline, though
Alignment: Most halflings are neu- groups fleeing the conquest of their most of these are now only a memory.
tral, having little use for law or chaos, homeworld, while some gnome clans Before the fall, though, much of the
good or evil. have devolved into barbarism over the knowledge of rhese schools was passed
Homeworld: The halflings share the centuries. The phrase elven barbarian is on to interested humans, half-elves, and
world of Quelya with the humans. Most a contradiction in terms, as such a others.
halflings look forward to the day they character is all but unthinlo..able, but a In a sening so beset with darkness,
can leave their homeworld, returning half-elf cast out of society a1 a young the role of the paladin has never been
only to make business deals. age might grow up as a barbarian. more needed. Though many dwarf
Religion: Though every halfling vil- Half-ores take naturally to the raging paladins fell 1n battle against the
lage has a shrine to Yondalla 1he demeanor of the barbarian. illithids. no small number still remain
Protector at its center, most halflings Bards find employment both 1n royal vigilant againsr evil. Paladins among
worship Fharlanghn as a god of com- courts and aboard spelljamming vessels. 1he humans, gnomes, and halflings
merce. Many elves f1nd the life of a bard wel- often serve as community protectors.
Language: Halflings speak Common. come, and humans, halflings, and half- Perhaps sadly, one of the few
Some linguislic scholars wonder if the elves all make good bards as well. commonalities between the elves and
halflings originally had a differen1 lan- Surprisingly, a fair number of half-ores 1he half-ores is their lack of use for the
guage but adopted Common to berter enjoy life as effective (if crude) bards. paladin's code of erhics.
interact with humans, or if Common is Most dwarves tend to be too dour to The ranger is a valuable addition to
a derivative of the original halfling take up the bard's path, while gnomes any exploration, scouting party, or
tongue that humans have adopted. tend to prefer a life of lower profile. planetary investigation, as his

Polgheoron 21
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wilderness skills and adaptability are Table 1: The Master Scavenger


second 10 none. Humans, gnomes, Base Fort. Ref. Will
and half-elves all take up the mantle level Attack Bonus Save Save Save Special
of the ranger with some frequency, as 1st +O +2 +2 +o Thorough scavenger. sense magic
do elves less interested in politics than 2nd +1 +3 +3 +o Improvised tools, gnome respect
in discovery. Dwarf rangers tend to be 3rd +1 +3 +J +I Knack for repair, sharp eyes
loners or leftovers from the tradit·ion 4th +2 +4 +4 +1 Improvised weapons
of spelunking scouts. The rough, 5th +2 +4 +4 +I Skill mastery, inflate value
soliTary life of a ranger o~en appeals
To half-ores looking for more than employ devoted defenders (from ment rhat class's ability with their
meaningless brawls. Sword Dt Fist) as personal bodyguards, knack for concealing an object's true
The rogue truly comes info her own both aboard ship and (more impor- nature (all the better to pass it off as
in a Spelijammer campaign, whether as tantly) while in port. Duelists (Sword Dt someThing it isn't). Most other spellcast-
a wily thief, canny scout, or crafty con Fist) are common in elven society. as ers have little to gain (other, perhaps,
artist. Endless Treasures lie in hidden are bladesingers ( Tome Dt Blood>. than prestige among gnomes) from
ruins, and equal possibilities for wealth though arcane archers are relarively this class, and combat-oriented
sit in the bellies of spelljamming ships rare. The group known as rhe characters rarely have the patience
soaring through space. Members of all S1argazers (detailed in Defenders of 1he required to gain It.
races-from the burly half-ore to rhe Faith), and their unique prestige class, Master scavengers usually fit into
refined elf-find vast opportunities in the Knight of the Middle Circle. would one of two roles. Some lead bands of
The life of a rogue, but perhaps none fit well into a Spelijammer campaign. like-minded individuals, teaching them
more Than the sly halfling. Alienists (Tome Dt Bood'J have started the knack of scavenging. Others work
The innate power of the sorcerer appearing in the system, whether by alone, eiTher dis1rus11ng the abilities of
marks him as one to be respected on coincidence or in connection with the others or merely seeking only to
any world. They tend to come from coming of the illithids. Many of those improve their own lot in life. Either
the less-civilized worlds. making who hunt for treasure in lost tombs way, a master scavenger whose identity
humans, halflings, and half-elves and crypts are dungeon delvers or is known generally has the respecr of
more likely sorcerers Than members temple raiders of Olida1nmara (see any gnomes around him.
of the oTher races. Neither dwarves Song Dt Silence). Hit Die: d6
nor half-ores tend to have the force In addirion to those, this section
of personality needed for true sor- presents five new prestige classes RequiremenIs
cerous might, while elves tend more unique to the setting. The master scav- To qualify to become a master scav-
toward the cultivated pursuit of wiz- enger is a gnome whose unmatched eye enger. a characrer must fulfill all the
ardry (though elven sorcerers are for value in the unwanted allows him to following criTeria.
far from unknown). thrive. The planetary explorer special- Race: Gnome.
Wizards are the flip side of sorcer- izes in investigating new worlds and Skills: Appraise (4 ranks). Craft (any) (4
ers, as they tend to congregate around discovering secrets long forgotten. The ranks), Search (8 ranks), Spot (8 ranks).
centers of civilization. Both elves and spelljammer ace is a pilot with few
gnomes commonly pursue wizardry, peers, a master at the helm. The stellar Class Shills
Though its potential is not lost on the corsair is a unique version of the tradi- The master scavenger's class skills (and
ambitious halflings and humans. The tional buccaneer, transported into the the key ability for each skill) are
long-lived dwarves have the patience exotic realm of interplanetary space. Appraise (Int), Bluff (Cha). Climb (Str),
for wizardly pursuits. though their race The storykeeper serves as a store- Cra~ On!), Disable Device (Int), Gather
has no real tradition of ii. Half-elves. house of memory and an inspiration Information (Cha), Hide (Dex), Open
particularly those raised among elves. to his race. lock (Dex), Search Ont), Spot (Wis),
make fine wizards, while half-ores Use Magic Device (Cha). Use Rope
rarely have the discipline. master Scavenger (Dex), and Wilderness lore (Wis).
While all gnomes come from a back-
ground of proud scavengers, only a Skill Points at Each Level: 6 + Int
Prestige Classes few gnomes dare call themselves modifier.
Many of the prestige classes already mas1er scavengers. These elite among
published for D!JtD are entirely appro- gnome society are widely revered as Cl ass Fealur es
priate for a Spelijammer campaign. The peerless experts, not only in locating All of the following are class features
tradition of the dwarven defender valuable goods that 01hers have left of The master scavenger prestige class.
hearkens back to a lime when behind, but also in turning such castoff Weapon and Armor Proficiency: The
Moradin's Forge still belonged to the items into valuable loot. master scavenger gains proficiency in
dwarves. Assassins lurk in the shadows Rogues and rangers make the best all simple weapons, and in light armor.
of every world, while loremasters masTer scavengers, as these classes Thorough Scavenger (Ex):
wander from planet to planet hoping To have the sharp eyes needed to Whenever the master scavenger rakes
unearTh hidden storehouses of pursue the path. Illusionists who 20 on a Search check, he may add his
knowledge. Spelljammer pilots often become master scavengers supple- class level to the check result.
-· ·.-
"'!'!"'9'- ' .·. -
-~··

required. See the Craft skill listing in


the Player's Handbook for information
on repairing items.
Sharp Eyes (Ex): The gnome scav-
enger gains a +2 bonus to Search and
Spor checks.
Improvised Weapons (Ex): The
master scavenger suffers only a -2
penally (rather than the normal -4)
when wielding a weapon that he is not
proficient in. as well as when throwing
a weapon nor meant for throwing.
Skill Mastery (Ex): When making a
Disable Device, Open Lock, Search,
Spor. or Use Rope check. the master
scavenger may take 10 even if stress
and distractions would normally pre-
vent him from doing so.
Inflate Value (Su): When selling an
item, the master scavenger can make
the item seem more valuable than it
actually is. This requires a Bluff check
(DC 20); if successful, the mas1er scav-
enger can sell the irem for 25% more
than its normal value. This is a mind-
affecting ability. (At the DM's option,
rhis check can be opposed by the
buyer's Sense Motive checl..: grant
rhe buyer a +10 circumstance bonus
ro the check.)

Planetary Explorer
The planetary explorer represents the
pinnacle of bravery: the character
whose entire life revolves around
investigating new and unfamiliar terri-
tory. The planetary explorer revels in
discovery, finding glory and self-fulfill-
ment in examining the strange or
unusual.
Rangers and, to a lesser extent,
druids, have a natural bent toward
this class. Bards willing to foray into
rhe wild fi nd their vast knowledge to be
of good use in exploration. Barbarians
willing to broaden their outlook beyond
their tribal territory also make fine
planetary explorers. Wizards have the
Sense Magic (Su): By handling an scavenger can attempt Craft, Disable knowledge base, but few choose to give
item. the master scavenger can detect Device, and Open Lock skill checks wirh up rheir spellcasting pursuits. Clerics
any magical auras in effecr on the irem, no tools without suffering rhe normal - 2 who become planetary explorers might
1ust as 1f he had casr detect magic. The penalty. function as missionaries. Fighters, pal-
first round reveals rhe presence of any Gnome Respect (Ex): The master adins. and sorcerers tend to make poor
magical auras. the second the number scavenger gains a +2 bonus ro explorers, as their focuses don't mesh
of auras present and rhe strength of the Diplomacy and Gather Information well with rhe class's goals and abilities.
strongest aura, and rhe third the strength checks made with other gnomes. as long Some planetary explorers work as
of each aura. In place of a Spellcrafr as his identity as a master scavenger is forward scouts, preferring to be the
check, the masrer scavenger may make known to the gnome(s) in question. first to see a new land. Others come
a Search check 10 determine the school Knack for Repair (Ex): Whenever along after the initial discovery to cata-
of magic involved (the DC is the same). rhe master scavenger repairs an item, log and examine the territory. A typical
Improvised Tools (Ex): The mas1er he gains a +4 bonus to the Craft check planetary explorer might owe allegiance

Pclghenron 23
1!' . .•

to a planetary government (particularly


common among elves). a particular clan
(such as a gnome family), a trading
company (such as rhose owned by
halflings). or herself and no one else.
Hit Die: d8

Requiremenls
To qualify to become a planetary
explorer, a character must fulfill all the
following cnteria.
Skills: Knowledge (space) (8 ranks),
Knowledge (geography) (8 ranks),
Wilderness Lore (6 ranks).
Special: Must have visited a planer
other than her homeworld.

Class SRills
The planetary explorer's class skills
(and the key ability for each) are
Climb (Str). Craft (int), Decipher Script
Ont), Gather Information (Cha), Intuit
Direction (Wis). Knowledge (geography),
Knowledge (local), Knowledge (nature),
Knowledge (space). Profession (Wis),
Search {Int). Speak Language. Spot
(Wis), Swim (Str). Use Rope (Dex), and
Wilderness Lore (Wis).

Skill points at each level: 6 + Int


modifier.

Class Fea tures


Weapon and Armor Proficiency: The
planetary explorer gains proficiency
with all simple weapons. and with light
armor.
Lore (Ex): The planetary explorer
picks up a wide variety of stories and
tall tales on her I ravels. This ls Func-
tionally identical to bardic knowledge.
The planetary explorer may add her
class level and Intelligence modifier ro
the roll. If the planetary explorer is a
bard. her bard and planetary explor er
levels stack for the purposes of bardic
knowledge.
Bonus Language (Ex): The planetar y
explorer gains one bonus language Table 2: The Planetary Explorer
every even-numbered level. Base Fort. Ref. Will
Planetary Expertise (Ex): At firsr Level Attack Bonus Save Save Save Special
level, and again every three levels 1st +0 +2 +O +2 Lore. planetary expertise
thereafter (4th, 7th. 10th). rhe planetary 2nd +1 +3 +O +3 Bonus language
explorer may designate one planet 3rd +2 +3 +1 +3 Environmental resistance
(including the Chain of Tears) as an 4th +3 +4 +1 +4 Bonus language, planetary expertise
area of expertise. The planetary 5th +3 +4 +1 +4 Hear the world
explorer gains a +2 circumstance bonus 6th +4 +s +2 +s Bonus language
to the following checks when made on 7th +s +s +2 +s Planetar y expertise
or in reference to that planet: Gather 8th +6 +6 +2 +6 Bonus language
Information, Knowledge (geography), 9th +6 +6 +3 +6 Speak with the st·ones
Knowledge (local), Knowledge (nature), 10th +7 +7 +3 +7 Bonus language, planetary expertise


••

Knowledge (space), Wilderness Lore.


The planetary explorer can't select the
same planet twice.
Environmental Resistance (Su): At
3rd level, the planetary explorer gains
cold and fire resistance 5.
Hear the World (Sp): At 51h level,
the planetary explorer may cast com-
mune with nature once per week as a
druid of her class level. On a planet
designated as one of her areas of
expenise (see Planetary Expertise,
above), her effective level is doubled.
Speak with the Stones (Sp): At gth
level. the planetary explorer may cast
stone tell once per day as a druid of
her class level. On a planet designated
as one of her areas of expertise (see
Planetary Expertise, above), her effec-
tive level is doubled.

Spelljammer Flee
While anyone who can fly a spelljam-
mer is called a pilot, only a rare few
earn the title of spelljammer ace. These
elite individuals have honed their pilot-
ing skills 10 the point that their ship
becomes a mere extension of 1heir
body. The spelljammer ace can maneu-
ver even 1he larges! vessels as easily
as a normal person walks through a
crowded room.
The brash attitude of the
spelljammer ace often appeals to the
bard or sorcerer. while wizards enjoy wrong side of the law, using their abili- Feats: Skill Focus (Pilo1), Spelljammer
the power and respect gained. Some ties for personal gain. Still others hire Helm Operation.
clerics, particularly those dedicated themselves out as mercenary pilots. Special: Ability to cast 1st-level spells.
lo deifies of luck, magic, or travel, working for the highest bidder regard -
become spelljammer aces. Only those less of ethical or moral concerns. Class Shi lls
rare druids who can see the reach of Hit Die: d4 The spelljammer ace's class skills (and
nature in the void of space become the key abilily for each skill) are Bluff
such dedicated pilots. Rogues who Requiremen ts (Cha). Concentration (Con), Knowledge
dabble in spellcasting often find this To qualify to become a spelljammer ace, (space) Ont), Pilot (Dex), and Profession
class to their liking. a character must fulfill all the following (spacehand) (Wis).
Many spelljammer aces serve as criteria.
pilots for military forces or merchant Skills: Concentration (8 ranks), Pilot Skill points a1 each level: 2 + Int
houses. Others find themselves on rhe (8 ranks). modifier.

Table 3: The Spelljammer Ace


Base Fort. Ref. Will
Level Attack Bonus Save Save Save Special Spellcasting
ISi +O +O +0 +2 Spelljammer defense +1 level of existing class
2nd +I +O +O +3 Piloting mastery +1 level of existing class
3rd +1 +I +I +3 Extra maneuver (-10) +1 level of existing class
4th +2 +I +I +4 Ride the stellar wind (+30 fr.) +1 level of existing class
5th +2 +I +I +4 Second chance +1 level of existing class
6th +3 +2 +2 +5 Spelljammer specialization +1 level of existing class
;nh +3 +2 +2 +s Extra maneuver (no penalty) +1 level of existing class
8th +4 +2 +2 +6 Ride the stellar wind (+60 ft.) +1 level of existing class
gth +4 +3 +3 +6 Strengthen the ship +1 level of existing class
10th +s +3 +3 +7 Spelljammer evasion +1 level of existing class

• .-
Pol!:jhem.:.on 25
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. '
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Class Fealures 9th-level or higher 1s forced to make Class Shills


Weapon and Armor Proficiency: The a saving throw, it may use the spell- The stellar corsair's class skills (and the
spelljammer ace gains no proficiency 1n 1ammer ace's Will save bonus 1n place key ability for each skill) are Appraise
weapons or armor. of its own save bonus. regardless of Ont). Balance (Dex), Climb (Str), Craft
Spells per Day: A spelljammer ace rhe type of save required. The effects Ont). Hide (Dex), Jump (Str), Knowledge
continues training in magic as well as of a successful or failed save remain (space) Ont), Move Silently (Dex),
improving his piloting ability. Thus, the same. Search (Int), Spot (Wis), Tumble (Dex),
when a new spelljammer ace level is Spelljammer Evasion (Ex): At 10th Use Rope (Dex).
gained, the character gains new spells level, the spelljammer ace may attempt
per day as if he had also gained a level a Pilot skill check to negate any hit Skill points at each level: 4 + Int
in a spellcasting class he belonged 10 inflicted on the spelljammer vessel he modifier.
before he added the prestige class. He pilors. The DC of the check 1s equal to
does not. however. gain any other ben- the attack roll that hit the vessel. If the Class Features
efit a character of that class would Pilot check is successful, the vessel Weapon and Armor Proficiency: The
have gained (improved chance of con- suffers no damage from that hit. The stellar corsair is proficient with the
trolling or rebuking undead, metamagic spelljammer ace may only use this abil- dagger, longsword, rapier, sap, scimirar,
or item creation fears, and so on). This ity once per round. and shor1 sword, and with light armor.
essentially means that he adds the level Scale the Rigging (Ex): A stellar
of spelljammer ace to the level of some Stellar Corsair corsair can climb ropes or rope ladders
other spellcasting class the character Born From the proud seagoing rradi- at an accelerated rate without suffering
has, then determines spells per day. rions of the humans of Quelya, the stel- a -5 penalty ro Climb checks.
spells known. and caster level accord- lar corsair brings the mentality of the Gather the Crew (Ex): The stellar
ingly. privateer to the spacelanes. Whether corsair gains a bonus to her Leadership
Spelljammer Defense (Ex): The spell- serving her governmenr. a merchant score for the purpose of attracting fol-
jammer ace may add his class level to house. or merely her own greed, the lowers (bur nor for attracting a cohor1).
the AC of any spelljamming vessel his stellar corsair lives each day to rhe This bonus is +2 at 2nd level and +4 ar
pilots. This is a dodge bonus, and thus fullest, inspiring her crew with her 7th level.
doesn't apply when the character is bravery. Sneak Attack (Ex): The stellar cor -
flat - footed. Rogues and fighters 1nake excellent sair gains the sneak attack ability (see
Piloting Mastery (Ex): At 2nd level. stellar corsairs. and most are drawn the rogue secrion in rhe Player's
the spelljammer ace may always take 10 from rhe ranks of those classes. That Handbook) at 3rd level if she does not
on a Pilot check. even when stress and said, any class can find much to offer already have it. She gains +1d6 damage
distractions would normally prevent from this pursuit. A barbarian might with this attack initially. and this rises
him from doing so. choose rhis class to become a blood- by +1d6 per three stellar cor sair levels
Extra Maneuver (Ex): At 3rd level. thirsty pirate. A bard or sorcerer's thereafter. If she already has the sneak
the spelljammer ace can attempt a third Charisma lends itself ro a fanatically attack ability from a previous class, the
maneuver requiring a Pilot check each loyal crew. A paladin or monk in the damage bonuses stack.
round (rather than the normal limit of service of a lawful regime becomes a Fortune 's Smile (Ex): Once per day,
two per round). However. he suffers a loyal privateer, protecting merchant 1·he stellar cor sair 1nay reroll any
-10 penalty ro the Pilot check made 10 ships from the predations of bucca- attack, saving throw. ability check, or
achieve this third maneuver. At 7th neers. skill check that she has just made. The
level. the spelljammer ace may alfempt Some stellar corsairs follow the life stellar corsair must accept the second
the third maneuver with no penalty. of a freebooter, pillaging rhose ships roll, regardless of whether or nor it
Ride the Stellar Wind (Su): A 4th-level unlucky enough to cross their path. represents an improvement.
spell1ammer ace may add 30 ft. to the Others lead their cr ews against the Uncanny Dodge (Ex): Starting at
tactical speed of any spelljamming vessel he enemies of their masters, whether these 5th level. the character gains the
pilots. At 8th level. he may add another enemies be pirate or monster. And extraordinary ability to react to
30 ft. to the ship's tactical speed. some stellar corsairs simply seek a life danger before her senses would nor-
Second Chance (Ex): Once per day, of adventure, with ill will toward none mally allow her to do so. At 5th
a 5th-level spelljammer ace may reroll except those who would cross her. level and above, she retains her
any Pilot skill check he has just made. Hit Die: d8 Dexterity bonus to AC (if any) regard -
He must decide to reroll the check less of being caught flat- footed or
before its success or failure is Requiren1enls struck by an invisible attacker. (She still
announced, and she must use the sec- To qualify to become a stellar corsair, a loses her Dexterity bonus to AC if
ond roll. regardless of whether it rep- character must fulfill all the following immobilized.) Ar 8th level, the character
resents an improvement. criteria. can no longer be flanked; she can
Spelljammer Specialization (Ex): Ar 6th Base Attack Bonus: +4 react to opponents on opposite sides
level, the spelljammer ace gains the bonus Skills: Balance (4 ranks), Climb (5 of her as easily as she can react to a
fear of Spelljammer Specialization. ranks), Profession (spacehand) (2 ranks). single attacker. This defense denies
Strengthen the Ship (Su): Whenever Tumble (4 ranks), Use Rope (5 ranks). others the ability to use flank attacks
a ship piloted by a spelljammer ace of Feats: Weapon finesse. to sneak attack her. The exception
to this defense is that a rogue at
least rour levels higher than 1he
character can flank her (and thus
sneak at1ack her).
Inspire the Crew (Su): The stellar
corsair's stirring words can inspire
courage in her allies. much like a bard's
song. To be affected, an ally must hear
the stellar corsair speak for one round.
The effect Iasis as long as the stellar
corsair speaks and for 5 rounds after
the stellar corsair stops speaking (or 5
rounds after the ally can no longer
hear the stellar corsair). While speak-
ing in this way, the stellar corsair can
ftgh t but cannot cast spells, activate
magic items by spell completion (such
as scrolls). or activate magic items by
magic word (such as wands). Affected
allies receive a +2 morale bonus to
saving throws against charm and fear
effects and a +1 morale bonus to attack
and weapon damage rolls. The stellar
corsair can inspire courage a number
of times per day equal to her Charisma
modifier (minimum once per day).
This is a language-dependent, mind-
affecting ability.
Scourge of the Spacelanes (Ex):
By 101h level. 1he stellar corsair's
reputation is so legendary tha1 any
enemies fighting her (or her crew, as
long as her presence is known) suffer a
-2 morale penalty to attacks, damage,
and saves vs. fear. In addition. she
gains a +4 circumstance bonus to
Intimidate checks.

Storvheeper
First known among the gnomes, the
tradition of 1he s1oryk.eeper has spread
to other races recent years, particu-
larly the dwarves. Put simply. the
storyk.eeper's role is 10 maintain the
legends and traditions of his people.
regardless of any obstacles the
cultur e might encounter over rhe
centuries. But even as they master the
Table 4: The Stellar Corsair ari of remembering and telling stories.
Base Fort. Ref. Will they also learn the power of the voice
level Attack Bonus Save Save Save Special over the mind.
1st +1 +O +2 +o Scale the rigging Bards make the best storykeepers.
2nd +2 +O +3 +O Gather the crew (+2) as 1he role is a natural one for them.
3rd +3 +1 +3 +I Sneak attack +1d6 Wizards have the aptitude for the class,
4th +4 +1 +4 +1 Fortune's smile though they sometimes lack the natural
5th +5 +1 +4 +1 Uncanny dodge (Dex bonus to AC) flair of the storykeeper. Clerics dedi-
6th +6 +2 +5 +2 Sneak attack +2d6 cated to the preserva1ion of community
7th +7 +2 +5 +2 Inspire the crew, gather the crew (+4) often follow this path. Few other classes
8th +8 +2 +6 +2 Uncanny dodge (can't be flanked) have the combination of skills neces-
gth +g +3 +6 +3 Sneak attack +3d6 sary for the role of storykeeper.
10th +10 +3 +7 +3 Scourge of the spacelanes

Polghenron 27
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··~~-- - ... -· ....
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- -·- '·'

Storykeepers are almos1 always found


at the center of 1heir culture, whether
that be a 1ribe, clan, town, or city. They
are widely revered by those of their
race or culture. making them excellent
diplomats or advisors
to rulers.
Hit Die: d6

Requirements
To qualify to become a story-
keeper. a character must fulfill
all the following criteria.
Skills: Diplomacy (2
ranks), Gather Information (2
ranks), Knowledge (history) (8
ranks), Knowledge (local) (4
ranks), Perform (5 ranks, must
Include one of the following: ballad,
epic, ode or storytelling).
Fears: Skill Focus (Knowledge
[history]).

Class Skills
The storykeeper's class skills (and the
key ability for each skill) are Bluff
(Cha), Concentration (Con), Diplomacy
(Cha), Gather Information (Cha).
Knowledge (any) Ont), Perform (Cha),
and Sense Motive (Wis).

Skill points at each level: 2 + Int


modifier.

Class Features
Weapon and Armor Pr oficiency: The
storykeeper gains no proficiency in any
weapons or armor.
Repository of Knowledge (Ex): The
storykeeper may add his class level to
any Knowledge checks made In refer-
ence to his own culture.
Inspiring Tales (Su): By relating an
inspiring tale of his culture, the story-
keeper can instill courage in those who
share his race and/ or culture. This
functions identically to the bard's ability
to inspire courage. The storykeeper
may use this ability once per day per
class level.
Soothing Voice (Su): Ar third level
the storykeeper's voice becomes
Table 5: The Storykeeper soothing and restful. This can create
Base any of 1he following three effects, at
Attack Fort. Rer. Will rhe storykeeper's choice. First. the s10-
level Bonus Save Save Save Special Spells per Day rykeeper can make a Perform check
1SI +O +O +O +2 Repository of knowledge +1 level of existing class (rather 1han a Heal check) to provide
2nd +I +O +O +3 Inspiring tales +1 level of existing class long-term care 10 an injured patient.
3rd +1 +I +1 +3 Soothing voice +1 level of existing class Second, it calms agitated creatures
4th +2 +I +I +4 Hypnotic voice +1 level of existing class (just as a calm emotions spell). Third, it
5th +2 +I +1 +4 Zealous inspiration +1 level of existing class can protect the storykeeper from

?002
- --.~ . _-- . '

Table 6: New Skills


Skill Bbn Brd Cir Ord Ftr Mnk Pal Rgr Rog Sor Wiz Untrained Key Ability
Knowledge (space) • • No Int
Pilot Yes Dex

anacking crealures (jus1 as a sanctu- Moon as in standard OUrD. The notes


ary spell). Regardless of 1he effecl, the below indicate changes to existing skills Feats
DC 10 resist is 10 + class level + Cha or new skills added to the game. This game uses the concept of
modifier. Using soolhing voice Bac~ground feats. A Background feal
requires a s1andard ac1ion lo begin, finowledge (local) (lnl) helps describe your charac1er's origin.
and 1he effec1 lasts as long as 1he sto- Each time you rake ranks in rhis skill, You may only selec1 a single
ryteller con1inues 10 speak (he can you mus1 designate 1he planet to which Background fea1 for your characler,
fight, but can'1 cas1 spells that require ii applies. For instance, you migh1 have and you may only selecl a Background
a verbal componenr or use items that 4 ranks in Knowledge (local: Quelya) feat during character creation.
require spell comple1ion or activate and 2 ranks in Knowledge (local: Perian1h).
via magic word), The storykeeper may Rcrobalic
use soothing voice as often as desired, finowledge (space) Ont) You are very agile.
but he can't use rnore than one This skill represents a body of lore and Benefit: You get a +2 bonus on all
soothing effec1 simul1aneously. This is scientific learning about planetary Jurnp and Tumble checks.
a mind-affecting ability. motions, the void between planets, and
Hypnotic Voice (Su): By fourth the creatures existing in that region. Rlhlelic
level, the srorykeeper's power of voice In addition to those classes noted in You have a knack for athletic endeavors.
becomes so potent tha1 ii can hypno- Table 6: New Skills as having Benefit: You ge1 a +2 bonus on all
rize lis1eners. This can affec1 one crea- Knowledge (space) as a class skill, any Climb and Swim checks.
1ure per class level wi1h a range of 30 prestige class that has Knowledge (any)
feer. The storykeeper mus1 speak for a as a class skill also has Knowledge Ballisla master
full round, af1er which each crealure (space) as a class skill. For example, You are extremely talented at operating
to be affec1ed musl make a Will save Knowledge (space) is a class skill for a ballista.
(DC ; 10 + class level + Cha modifier) loremasters, since all Knowledge skills Prerequisite: Ballista Training,
or be hypnolized (as 1he hypnotism are class skills for thar class. Profession (siege engineer) or
spell). Any crealure not engaged in Profession (spacehand) 4+ ranks.
comba1 suffers a - 4 penalty 10 1he Pilol (Dex) Benefit: You gain a +8 bonus 10
saving 1hrow. The effec1 Iasis as long Use this skill to force a spelljamming a11ack rolls made with a ballista.
as 1he storyteller con1inues 10 speak vessel to achieve greater maneuver- Normal: Wilhout this fea1, a ballista
(he can fight, bu1 can't cast spells thal ability than normal. anack roll is modified only by range.
require a verbal componenr or use Check: You can make a spelljaming
Items that require spell complelion or ship perform a maneuver greater rhan Ballisla Specialist
acrivate via magic word), plus two normally allowed to it wilh a successful You are skilled al operating a ballista.
rounds. The storykeeper may use this check. The DCs r equired by various Prerequisite: Profession (siege engineer)
power a number of times per day maneuvers are listed in Chapter 2: or Profession (spacehand) 4+ ranks.
equal to his Charisma modifier (mini- Space and Spelljamming. Benefit: You gain a +4 bonus to
mum once per day). This is a rnind- Retry: You generally can't retry a attack rolls made with a ballista.
affecting ability. maneuver without firs1 suffering what- Normal: Without this feat. a ballista
Zealous Inspiration (Su): At fifth ever ramifications come from failing ii attack roll is modified only by range.
level, 1he storykeeper can inspire near- in the first place. In some cases, these
zealous heroics in his allies. Once per are minor or insignificant, but some Born Spacer f.Bacllground]
week. the storykeeper can speak for a failed checks may have dire conse- You have an inborn aptitude for spell-
full hour. Anyone hearing 1he en1ire quences. jamming 1ravel, and aren'1 shaken easily
speech gains the effec1s of a heroes' Special: This skill is cross-class for by strange or frightful sights.
feast (cured of all diseases: healed of any character who has nol selected 1he Benefil: You gain a +2 bonus to
1d4+4 points of damage; immune to poi- Spelljammer Pilot feat (see Feats, Profession (spacehand) checks, and a
son and magical fear and hopelessness below). If you have selec1ed 1ha1 fea1, +2 bonus 10 Will saves vs. fear.
for 12 hours: and gain a +1 morale Pilot is treated as a class skill for all of Special: You may only select this
bonus to anacks for 12 hours). This is a your classes. feal during character creation.
mind-affecring ability.
ProTession (Wis) Cannon master
Added to the list found in The Player's You are ex1remely talented a1 opera1ing
Shills
For 1he mos1 part, skills work iden1ically
Handbook is Profession (spacehand), a
character trained in handling shipboard
a cannon.
Prerequisite: Cannon Specialist,
in Spelijammer: Shadow of the Spider dulies. Profession (siege engineer) or

Polghenron 29

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..., ...u.:..
.;,
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'

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.... --
_•:;2>-· • -
.. , .

Table 7: Feats
Feat Type Prerequisite
Acroba1ic General
Athletic General
Ballist a Specialist General* Profession (siege engineer) or Profession (spacehandl 4+ ranks
Ballista Master General Ballista Training, profession (siege engineer) or Profession (spacehand) 4+ ranks
Born Spacer Background
Cannon Specialist General* Profession (siege engineer) or Profession (spacehand) 4+ ranks
Cannon Master General' Cannon Training, profession (siege engineer) or Profession (spacehand) 4+ ranks
Craft Spelliammer Helm Item Creation Spellcaster level 12th+. Craft Wondrous Item
Education Background
From The Gurter Background
Mysterious Heritage Background
No lden11ty Background
Noble Birth Background
Spelljammer Helm Operation General
Spelljammer Spec1alizat ion General Spelljammer Hehn Operation, Pilot 6+ ranks
Stealthy General
*A fighter may select this Feat as one of his bonus fighter feats.

Profession (spacehand) 4+ ranks. of your class. Special: You may only select this
Benefi1: You gain a +8 bonus to Special: You may only select rhis feat during character creation.
attack rolls made with a cannon. fear during character creation.
Normal: Without this fear, a cannon noble Birth [Bachground]
arrack roll 1s modified only by range. Endurance You come from noble birth.
Note that the +4 bonus granted by this Benefit: You start with double the
Cannon Specialist feat applies to saves made ro resist rhe normal starting gold for your class (see
You are skilled at operating a cannon. effects of stale or foul air. Chapter 7: Equ1pmen1 in rhe Player's
Prerequisite: Profession (siege engineer) Handbook). You gain a +1 bonus to all
or Profession (spacehand) 4+ ranks. From lhe Guller [aacltground] Diplomacy checks.
Benefit: You gain a +4 bonus ro You have dragged yourself up from Special: You may only select this
a11ack rolls made with a cannon. poverty through sheer perseverance, feat during character creation.
Normal: Without this fear, a cannon gritty toughness, and occasional thievery.
a11 ack roll 1s modified only by range. Benefit: You gain a +1 bonus to Will Spelljammer fietm Operalion
saves, +1 hit point, and a +1 bonus to You can operare a srandard spelijam-
Craft Spelljammer fielm Pick Pocket skill checks. mer helm profic1enrly.
You can create spelijammer helms. Special: You may only select this Benefit: The Pilot skill is a class skill
which granr motive power ro spelljam- feat during character creation. for you. This remains !rue regardless of
ming vessels. your class.
Prerequisites: Spellcaster level myslerious fierilage [Background] Normal: Without this feat, Pilot is a
12th+, Craft Wondrous Item. Somewhere in your ancestry was a cross-class skill.
Benefit: You can create any spe/1- mysterious figure of great power. You
jammer helm whose prerequisites you have inherited some of that power. Spelljammer Specialization
meet. Crafting a spelijammer helm takes Benefit: You gain a +1 bonus ro Choose one type of spelljamming vessel.
one day for each 1,000 gp in its base lnllmidate checks. Add +1 to the save such as the hammersh1p. You are espe-
price. To crafr a spelijammer helm. you DC to resist your Enchantment spells. cially good at piloting that type of ship.
musr spend 1/25 of its base price in XP Special: You may only selecr this Prerequisites: Spelljammer Helm
and use up raw materials costing half feat during character creation. Operation, Pilot 6+ ranks.
of its base price. See Chapter 3: Equipment Benefit: You add +4 to all Pilor
Ut Magic for descriptions of various no ldenlily [Bachground] checks made when operaling the cho-
spelijammer helms, the prerequisites You are a living cipher. Thanks ro your sen lype or ship.
associated with each one, and their prices. unremarkable appearance, allitude, and Special: You may gain r·his feat mul-
orher factors no one knows or well tiple times. Its effects do not srack.
Educalion [Background] remembers anything about you. Even Each time you take this fear, ir applies
Choose a specific Knowledge skill. such you don'r know anything about your to a new type of spelljamming vessel.
as Knowledge (his1ory). Through train- background or ancesrry.
ing and natural aplltude, you have a Benefit: Your unremarkable nature Steallhy
knack for learning and retaining fac1s grants you a +2 bonus to OisgUise checks. as You are par11cularly good at avoiding
related ro rhar area of knowledge. well as to Hide checks made to blend notice.
Benefit: You may treat the selected into a crowd. Garher Information checks Benefit: You get a +2 bonus on all
skill as a class skill for you, regardless made to learn about you sulTer a 4 penalty. Hide and Move Silently checks.


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or generanons, sentient races wilhout exposure to an atmosphere. A nearby space (see Natural Gravity, below}.
gave linle thought to what lay ma1or helm can power a ship of up to A ship moving al cruising speed that
"out there." Each race believed Colossal size, while a minor helm is suf- comes too close ro another object of
its planer unique among cre- ficient for a ship of up to Huge size. sufficient size (and thus natural gravity)
ation, and regarded the starry immediately drops our of cru1s1ng
void as merely a backdrop. movement speed (see Tactical Speed, below).
Most believe today that the elves A helm grants a spelljamm1ng vessel the
were the first to develop true spelljam- ability to fly as its pilot wills. A spell- natural Gravi ty
ming rechnology-rhar theirs were 1he jammer has two speeds: its cruising Every object exerts a "narural gravity"
first ships to ply the spaceways. Indeed. speed dictates how rapidly it can cover that attracts other objects 10 ir. In most
Quelyan history still remembers the long distances (such as the void cases. natural gravity is undetectable
first meeting between elven scouts and between worlds), while irs tac11cal speed (the gravity of planerary bodies far
the human/halfling civilization of rhar indicates how quickly ii moves when in overpower 11) But 1n space, far from
watery world. Within a generation. the v1cin11y of other sizeable objects planets and orher enormous obiects,
ships had visited every planet in the (such as in combat). Tactical speed is this force can h<ive an effect. A helm
system. from the barren Ashen to covered under Spell1ammer Combat. channels the nar ural gravity of a spell-
Moradin's Forge, and every race real- below. jammer 10 allow those aboard it to act
ized that they were not unique among as if they were on a planetbound ship.
the universe, but interlinked with other Cruising Speed The value listed on Table 8: Natural
races and cultures as never before Away from planets and 01her large Gravity indicates the natural gravity of
dreamed. objects, a ship moves at what 1s called an object, based on its size. If the object
Today, crews of every civilized race cruising speed. The cruising speed of a is particularly dense (such as metal or
fill the spell1amm1ng vessels flying ship depends on the helm propelling ii. creatures of elemental earth). double
between worlds. But this intermingling A minor helm allows a ship to travel rhe listed value. Conversely, objects of
has not brought peace; rather, ii has between adjacent planets 1n 2d6+2 low density (such as creatures of ele-
exposed these peoples to new evils days, while a major helm moves mental air or fire) have only half the
beyond 1magin1ng. between ad1acent planets 1n 1d6+1 days. listed value of natural gravity (treat
(The random element assumes rhat values of less than 1 as o).
Spelljamming nelms even adjacent planets may be 1n differ-
Virtually all spelljamming vessels are ent parts of their orbits. In extreme Table 8: Natural Gravity
powered by a magic ltern known as a circumstances, you could double or Natural Gravity
spell;an1ming he/in, or simply a helm even triple these rimes. Object Size Value
(see Magic lrems in Chapter 3). In most While in cruising speed. a spell1am- Less rhan Large 0
cases. a helm-which appears much like mer cannot inreracr w11h other objects Large/ Huge 1
a large thronelike chair-acts as an 1n any way. Effectively, 11 moves so Gargantuan/ Colossal 2
"engine" for the ship, as the pilot's con- quickly as to be invisible ro orher Awesome 4
trol station, and as an atmospheric objects. However. a ship may only Planetary Body 32
recycler for the vessel. Without a helm, move at cruising speed if its natural
a ship has no ability to move under its graviry exceeds the 1nnuence of the The value or an ob1ect's natural gravity
own power and can't replenish its air natural gravity of other objects in lessens with dis1ance, as indicared in

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Table g: Natural Gravity and Distance. If 1he total influence of natural gravity influence to 1), it can move to cruising
At a distance of up to 1,000 feet, the from all nearby objects on an spelljam- speed.
object's natural gravity value is normal. mer is equal to or greater rhan the
For every doubling of 1his distance spelljammer's natural gravity, the spell- Flir
(2,000 feet, 4000 feet, and so on), the 1ammer can't move at cruising speed, A helm provides sufficient breathable
influence of an object's natural gravity bul only al tactical speed. air to sustain all those aboard the ship.
is halved (1rea1 values of less than 1 as Example: A spelljamming vessel of As long as the helm operates, the air
o). Thus, within 1,000 feet an Awesome Awesome size (nalural gravily value 4) aboard a spelljamming vessel is clean
object's natural gravity value is 4, from is surrounded by the following objects: and breathable. A ship with an inopera-
1,001 to 2,000 feet it is 2, from 2,001 to an Awesome floating wreck 1,800 feet tive helm, or one wilhout a helm, can-
4.000 feet it is 1, and at any distance of away (natural gravity 4. divided by 2 not recycle air used by its crew. In this
greater than 4,000 feel it exerts no for range, is 2), a Colossal warship case, assume that the air of a typical
gravitational influence. Note that no 1,200 feet away (natural gravity 2. ship with a normal crew complement
object exerts any natural gravity at a divided by 2 for range, is 1), and a becomes stale after 1 day and foul after
range of greater than 32,000 feet Large chunk of rocky debris 400 feet 3 days. Smaller or larger crews use up
(approximately 6 miles). away (natural graviry 1, divided by 1 for air at slower or faster rates as appro-
range, is 1). The total Influence of natu- priate.
Table g: Natural Gravity and Distance ral gravily on the spelljammer is 4, The oxygen deprivation of stale air
Divide Natural which equals its own natural gravity. affects mental and physical ability
Distance Gravity Value Thus, 1t may only move at tactical scores. After each 6-hour period a
To Object By speed, not at cruising speed. If it can character spends in stale air, he must
Up to 1,000 feet increase the distance be1ween it and make a Fortitude save (DC 15, +1 per
1,001 to 2,000 feet 2 any of the objects such that the objects' previous check) or take one point of
2,001 to 4,000 feet 4 influence of natural gravity lessens temporary damage to all ability scores.
4,001 10 8,ooo feet
8,001 to 16,000 feet
16,001 to 32.000 feet 32
8
16

More than 32..000 feet n/ a


enough to make the total less than 4
(for instance, by moving at least
another 201 feet from 1he floating
wreck and reducing its natural gravity

. . -

The Endurance feat grants a +4 bonus Table 11: Spelljammer Sizes


to saving throws made due to stale or Size Category Modifier Size Examples
foul air. Awesome -16 more than 128 ~. dreadnaught
In foul air, the save must be made Colossal -8 64 l o 128 ft. hammership
every hour. and failure also inflicts 1d6 Gargantuan -4 32 10 64 fr. tradesman
points of subdual damage. (Characters Huge -2 16 to 32 ft. wreckship
reduced to unconsciousness take nor- Large -1 8 10 16 ft. boreworm
mal damage instead.) Characters who
have taken subdual damage from foul Each square on the grid is 30 fr. on a r
IS, they have a distinct ront, back, and
air are fatigued (see the DuNGEON side. sides. This has a number of effects on
MASTER's Guide). Subdual damage from combat.
foul air cannot be recovered until the Spelljammer Size Facing determines the ship's default
character is exposed to fresh air for at A spelljamming vessel's size affects its direction of movement. Unlike a char-
least 4 hours-not even magic that capabilities in combat. Size modifiers acter, a ship can't simply choose ro
restores hit points (such as cure ligh1 are listed in Table 11: Spelljammer Sizes. move in any direction it wants-it must
wounds) heals this damage. Apply 1his modifier 10 the ship's AC and move 1n the direction of its facing
Replenishing a ship's air supply 10 Pilot checks made to operate the unless it turns (see Maneuvers, below).
requires an active helm or exposure to vessel. If you are using crew initiative, Facing also determines the direction
an atmosphere. Each category of air apply the modifier to this roll as well in which a ship's weapons point. Each
quality upgrade (foul to stale, stale to (see the Crew Initiative sidebar). weapon has a firing arc that limits the
fresh) requires 4 hours. Some spells direction in which it can shoot (see
(such as gust of wind> can accelerate Gactical Speed Ship Weapons, below).
1h1s process at the DM's 1udgment. In addition to a ship's cruising speed-
the rate at which it travels between maneuverin g
Crew worlds-every ship has a tactical speed Each ship has a maneuverability, from
In most cases, it's not worth providing used in combat situations. perfect to clumsy. as shown on Table
stalistics for every crew member. Most A ship's tactical speed depends on 13: Spelljammer Maneuverability. A ship
ship descriptions simply indicate the its size category and the type of helm can execute moves, turns. and other
average crew quality. Apply the modi- powering the ship (minor or major). maneuvers as appropriate for 11s
fier listed on Table 10: Spelljammer See Table 12: Spell1ammer Tactical maneuverability with no difficulty
Crew Quality 10 all Pilot checks and Speeds to determine this value. This (though some maneuvers require the
ship weapon attack rolls. value represents lhe distance (in feet) expenditure of speed. which is sub-
An un1rained crew has no particular that a spelljammer can move with a sin- tracted from the ship's total movement
skill at operating a spelljamming vessel. gle move action Oike a character, a ship 1hat round).
For instance, most formian crews are can take a double move to move twice To accomplish a maneuver appro-
untrained. A skilled crew, such as that this distance in a round). priate to a higher maneuverability, the
populating a typical human ship. repre- pilot must make a Pilot check. The DC is
sents 1st-level characters (usually Table 12: Spelljammer Tactical Speeds 20 for one category higher, 30 for two
experts or warriors) trained in operat- Ship Size Minor Helm Major Helm categories higher. 40 for three categories
ing a ship and its weapons. An expert Up to Large 120 180 higher, and 50 for four categories
crew. common among elven vessels, is Huge 60 120 higher. Making a Pi101 check 10 accom-
composed of 2nd- to 5th-level elite Gargantuan 30 go plish a maneuver is a move-equivalen1
NPCs with extensive training in ship Colossal n/ a 60 action. (Note that even a has1ed pilot
operation. Awesome n/ a 30 can still make only two Pilot checks to
accomplish maneuvers 1n a given turn.)
Table 10: Spelljammer Crew Quality Spelljammer Facing Minimum Forward Speed: If a spell-
Crew Quality Modifier Unlike standard DutD, ships in the jammer fails to maintain its minimum
Untrained +o Spelija1n1ner game have a facing: that forward speed, it must land at the end
Skilled +4 of its movement. If It is 100 high above
Expert +8 the ground to land, it "falls" toward the
Crew l"itiative most powerful source of natural grav-
Ship Combat For ease of play, you may choose to ity in its vicinity. The falling ship travels
Ship-to-ship combat 1n the Spelijammer make a single initiative roll (based on 150 fr. 1n the first round of falling, after
setring functions very similarly to nor- 1he siz.e of the ship) for the entire which the pilot can arrest the fall with a
mal DUID comba1. In essence, the ship crew of a ship. Use the modifjer DC 20 Pilot check. Otherwise, it falls
acts as the pilot wills. taking actions just given in Table n: Spelljammer Sizes, another 300 feet each round (allowing
as a character. However. ships don't and add the pilot's Pilot skill modi- a similar Pilot check each round to
really have attack actions, since ship fier. Characters acting independ- recover) until ii impacts. If there is no
weapons are operated separately. ently of a ship may use their source of natural gravity 1n the vicin11y
You can use a grid for spelljammer personal initiative modifier instead. of the spelljammer. ii need not maintain
combat, just as with character combat. its minimum forward speed.
Table 13: Spelljammer Maneuverability
Maneuverability
Maneuver Perfect Good Average Poor Clumsy
Minimum Forward Speed None None Half Half Halt
Hover Yes Yes No No No
Fly Backward Yes Yes No No No
Reverse Free -30 ff.
Turn Any/ o ft. go0/ 30 ft. 45°/ 30 ft. 450/30 fl. 45°/60 ft.
0
Turn in Place Any/ o ff. +go / -30 ft. +45°/-30 ft. No No
Maximum Turn Any Any goo 45° 45°
Loop Yes Yes No No No
Up Angle Any Any 60° 45° 45°
Up Speed Full Half Half Half Half
Down Angle Any Any Any 45° 45°
Down Speed Double Double Double Double Double
Between Down and Up 0 0 30 ft. 60 ft. go fl.

Hover: The ability to stay in one is at least four times the ship's; see same DC as the original (failed) check.
place while airborne. This only applies if Natural Gravity, above). Failure indicates loss of control-the
there is a source of natural gravity in Down Angle*: The angle at which ship yaws, spins, or even rumbles. Find
the vicinity of rhe spelljammer (any the ship can descend toward the pull the number by which the pilot missed
spelljammer can hover if no natural of gravity. this second check on Table 14: Failed
gravity is acting upon it). Down Speed*: A spelljammer can tly Pilo1 Checks to determine the severity
Fly Backward: A "Yes" entry indi- "down" toward a source of natural of rhe outcome and the circumstance
cates the ship can tly backward at its gravity at twice its normal speed (only penalty applied ro all anack rolls and
normal speed. applies if the source natural gravity is skill checks made aboard the ship until
Reverse: A ship with good maneu- at least four times the ship's: see the pilot regains control.
verability uses up 5 ft. of speed to Natural Gravity, above). Each round that a ship rs our of
start tlying backward. A ship with per- Between Down fJt Up•: A spelljam- control, the pilot may try again to
fect maneuverability can reverse direc- mer with average, poor, or clumsy regain control, using the same DC as
tion of tlight without any loss of speed. maneuverability must tly level for a above. Apply the result to Table 14 to
Turn: This entry indicates how much minimum distance after descending and determine the current severity of the
the ship can turn after covering the before climbing. Any ship can begin loss of control.
stated distance. If the ship doesn't have descending after a climb without an Any ship that is out of control con-
sufficienr speed to make such a turn intervening distance. tinues moving in rhe same direction ii
with a single acrion, it can'r make such *These maneuvers only apply when was going at the point of the failed
a turn. the ship is intluenced by a source of maneuver (effectively taking a double
Turn in Place: A ship with good or natural gravity greater than its own, move each round) until the pilot regains
average maneuverability can spend such as a ship within gravity range of a control or the ship crashes into another
some of its speed ro turn in place. If planet or larger vessel. object.
the ship doesn't have sufficient speed
to make such a turn with a single Example: A ship with poor maneuver- Table 14: Failed Pilot Checks
action, it can'1 make such a turn. A ship ability cannot turn in place. If the pilot Check Failed By Effect Penalty
with perfect maneuverability can turn wishes to tum in place, he must make a Up to 10 Minor -2
in place at no cost of speed. Pilot check. To turn 45 degrees by 11 to 20 Major -4
Maximum Tum: This indicates how spending 30 feet of movement, the DC More than 20 Extreme -8
much the ship can turn in any one is 20 (since this can be achieved with
space. average maneuverability, which is one Ramming (and Crashing)
Loop: A spelljammer with perfect or category higher than the ship's). To A pilot can intentionally cause a colli-
good maneuverability can perform a tum go degrees by spending 30 ft. of sion between his ship and another by
vertical loop as its movement, ending movement, the DC is 30 (since this moving inro rhe target's area. The DC
its turn in the same space ir began and requir es good maneuverability). To turn of the Pilot check is equal to the AC of
facing in any direction the pilot in place more than go degrees. or rhe target ship. Ulttmately, the only dif-
chooses. This is useful for getting without spending any movement, ference berween ramming and crashing
behind a pursuing ship. requires a DC 40 Pilot check (since this is one of intent: the effect is largely
Up Angle": The angle ar which requires perfect maneuverability). identical.
the ship can climb away from the pull A ship-or really, any object-that
of gravity. Failed maneuvers rams (or crashes into) another ship
Up Speed*: How fast the ship can If a pilot fails a Pilot check by 10 or inflicts damage based on its size, as
climb against the pull of gravity (only more, he may lose contr ol of the ship. noted in Table 15: Ramming Damage.
applies if the source of natural gravity Make another Pilot check using the Add +1d6 damage per 60 feet of the
. -. •
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ramming vessel's current speed (rhe A spell1ammer ace (see Presrige tugs of the gnomes. On occasion. a ship
distance ii would have moved this Classes. above) may also add his class may find its way into orher hands-it's
round rf nor for the crash). Apply rhis level ro rhe ship's AC. nor unusual for a dwarf 10 caprain a
damage to both objects involved 1n the rradesman. for instance-bur in most
ram or crash. Damage cases, spelljamming races tend to be
Example: A Huge ship (or other Ships suffer damage much like objecrs. possessive of their vessels.
object) with a speed of 60 rams into Every ship has a hardness and a quan- Along wil h 1he description for each
another vessel as part of a double lity of hull points. which function much shrp 1s a statistics block. What Follows is
move. Its currenr speed is effectively like hir points. Whenever damage is an explanation of 1ha1 material.
120 (since ii would have moved 200 inflicred to a spelljammer. first subtracr Helm: the typical helm type used in
feet as irs double move). It thus adds the hardness and rhen apply rhe this type of ship.
+2d6 lo rhe base damage of 1od6, for a remaining damage to rhe ship's hull SZ: rhe size of the ship.
roral of 14d6 damage inflicted (and suf- points. Face: rhe beam length (or widrh) by
fered}. Spelljammer vessels rake half dam- rhe keel lengr h.
Any ship rhar has a piercing ram or age from ranged weapons (excepr for Crew: rhe m1n1mum crew required,
bludgeoning ram rakes only half rhe siege engines and the like}, acid, fire, and 1he maximum crew rhe ship can
normal damage when ii intenrionally and lightning. Divide 1he damage by 2 reliably support. The crew's tyµical
rams another ship with rhat ram. before applying the ship's hardness. quality is listed in parenrheses, along
Piercing and bludgeoning rams add Cold attacks deal only one-quarter with the modifier 1his applies to a1tack
+4d6 10 rhe normal damage inflicted. damage to spelljammers. Sonic attacks rolls and Pilot checks.
deal full damage to ships. Some ships Mtl: the primary material used in the
Table 15: Ramming Damage may be more or less res1stan1 10 some construction of rhe hull. The value in
Ship Size Damage Inflicted attacks due ro their cons1ruc11on; rhis is parenrheses 1s rhe hardness of rhe hull:
Awesome 2od6 noted in the ship's descnpllon. subtracr 1h1s from any damage inflicted
Colossal 16d6 A spelljammer reduced 10 half irs ro rhe ship.
Gargantuan 12d6 total hull points suffers a -2 circum- hp: the ship's hull points. Remember
Huge 8d6 stance penalty to ils Pilot checks. A rhat spelljammers (like all objects) rake
Large 4d6 spelljammer reduced r·o o hull points is only half damage from ranged weapons
Less than Large od6 effectively destroyed. (except for siege weapons and ship
weapons. which inflict normal damage),
Rttaching Repairing Damage and from acid, fire. and lightning. Cold
Firing a ship weapon functions much Repairing lost hull poin1s requires a attacks deal one-quarrer damage. Sonic
like a srandard ranged attack. Note rhat Craft (shipbuilding) check and one hour attacks deal full normal damage.
unless the firing team has rhe proper of rime. The base DC is 10, which lnit: the normal iniriarive score for
fear. firing a ballista or cannon uses restores 1d6 lost hull poinrs. For every rhe ship. This includes the typical crew
only a standard d2o roll, modified only 5 additional points above 10. anorher initiative for a ship of thar size, and the
by range (and not by base artack bonus, 1d6 lost hull poinrs are repaired. tyµical Pilot skill modifier. Modify as
ability modifiers, or other standard A character can perform a rushed appropriare for a different pilot. If you
modifier s). repair job, but only on a spelljamrner wish to generare a "standard" crew, add
that has suffered extensive damage (in the modifier from Table 10: Spelljammer
Weapon tlrcs other words, Is at less than half its total Crew Quality.
Most spelljammer weapons are hull points). A rushed repair requires Spd: the ship's speed in feet. plus irs
mounted wirh a specific fire arc: fr ont. one round and a Craft (shipbuilding) maneuverability class in par enrheses.
afr (back), port (left), or starboard check. The base DC is 20. which AC: the ship's Armor Class. This
(right). A turret allows a weapon to fire restores 1 lost hull point. For every 10 assumes that the pilot has no Dexterity
in all arcs, while a half-turret allows a points above 10, another 1 hull point 1s bonus. A ship's armor class only applies
weapon to fire in two adjacent arcs restored. You can't use a rushed repair when ii is 1n motion. A stationary ship
(such as front and port, or aft and check to bring a ship's hull points (such as one that has docked or is
starboard}. Chapter 3: Equipment and above half its normal 101al. drifting aimlessly} ls 1reated an inani-
Magic has information on rurrets. Each repair check, whether normal mate objecr.
or rushed, consumes 10 gp worth of repair Arm: the ship's armamen1. A paren-
Rrmor Class supplies. A character with 5 or more thetical listing with each entry denotes
A spelljammer's AC includes irs size ranks in Profession (spacehand) gers a the weapon's arc of fire: (f)ore, (p)ort,
modifier and a natural armor bonus +2 synergy bonus ro Craft (shipbuilding) (s)tarboard. (a)fr. Multiple lisrings indi-
(generally equal 10 the hardness of its checks made to repair a spelljammer. care rurrered weapons. Each weapon's
material). In addition, the pilot of rhe damage is in parentheses.
ship may add his Dexrerity modifier (if Spefliammer SA: any special arrack forms rhe
positive) 10 the ship's AC whenever it is D~s c r1p11ons ship may have:
in tactical speed. Just as normal w11h a Each spelljamming race has its own SQ; any special qualiries the ship
Dexterity bonus to AC, rhis bonus 1s unique style of ship. from rhe graceful may have;
lost when the pilot is flat-footed. vessels of rhe elves to rhe ramshackle LC: the ship's landing capability, if any;
Cargo: the ship's cargo capacity, fashioned from scrap metal, and what- the ship, tapping inro rhe hivemind of
in tons. ever weaponry the gnomes could beg, her minions (at least 40 are needed) to
borrow, or steal. provide motive power and maneuver-
Because of this unique nature, no ability. The statistics provided here are
Human Ships two gnome vessels have exactly rhe only an average sample of a formian
Ships built and crewed by humans tend same statistics, though the information vessel. though few vary much from
to have characteristics assoc1a1ed w11h here provides a good baseline. Due ro these numbers.
rhe aquatic crearures of Quelya. Since the inherent difficulty of keeping such a Unsurprisingly, these vessels
warer landings are de riifeur for such ship in one piece, most gnome vessels (dubbed stoneships by the gnomes, a
vessels, all are built 10 rravel via the are relatively small-nothing like a gnome name thar"s stuck ever since) are
oceans as effecrively as through space. warship has ever been seriously imag- remarkably clumsy, maneuvering
They also tend to be bulkier rhan other ined, much less built. poorly even for their size. In mosr
vessels. wirh expanded cargo space the Despite their ugly appearance, cases, this is countered by their
norm. though, the gnomes look fondly upon unceasing pursuit of whatever goal
their vessels, much like a human might lies before them, whether that be the
Elf Ships look upon a trusted pet. A gnome's ship destruction of outsiders or the invasion
Elf ships are as much grown as rhey are is his friend. his loolbox, and his salva- of a new world.
crafted. The wingsails are actually enor- tion all rolled into one. While rhe captain The stoneship's incredible density
mous leaves. harvested from carefully of a gnome vessel might laugh along as means 1hat it has a natural gravity of 8.
tended (and well-guarded) arboretums you mock his craft, he's quietly looking double the normal natural gravity for an
and grafted onto the hulls of rhe ships. at yours for the next addition to his objec1 of its size.
Even after rhis grafting, rhe wingsails beloved ship. Formian Stoneship: Helm: hivemind;
continue to grow, ever so slowly, and SZ: Awesome; Face: 90 Ft. by 180 ft.;
thus must be pruned and rended Drow Ships Crew: 40/ 240 (unskilled/ +o); Mtl: stone
throughour rhe life of rhe vessel. Until recently, the very concept of drew (8); hp: 800; lnit: - 16: Spd: 30 (clumsy);
Ir should come as no surprise. spelljammers was a misnomer. Thanks to AC: 2 (-16 size, +8 natural): Arm: None;
then, that elves view their spell- their imprisonment on the Spider Moon, SA: bludgeoning ram; SQ; increased nar-
jammers as works of art. Every inch a centuries-long embargo against trade ural gravity; LC: Land; Cargo: 16.
of these handcrafted vessels is placed by the elves of Perianth, and no
painsrakingly carved. sanded. and lack of diligence on the part of the elves, lllithid Ships
polished until it shimmers in the light. the dark elf presence in space has been The spelljamming vessels piloted by
The loss of an elven ship is rreated nonexistent for as long as any living rhe mind flayers look like nothing
like the death of a close friend, and creature can remember. before seen in rhe system. Srrangely
outsiders viewing such mourning But that has changed. No longer are alien in design. the very appearance
who ask ;·so who died?" typically the drew trapped on their barren plane- of one of these ships can set an
receive only a cold glare in return. toid. Thanks 10 an unholy bargain with onlookers' teeth on edge. Those few
The ships' living narure also extends the illithids, the dark elves once again ply who have had the luck to view an
each vessel's natural supply of air. Even the spacelanes, and with a fury never illithid vessel for an extended period
withour the helm active, the air aboard before seen. of time report feelings approaching
an elf vessel lasts twice as long as nor- Drow ships are all constructed along nausea. though no explanation for this
mal before growing stale. similar lines. their appearance giving has ever been presented.
Unfortunately, the artistic niceties clear signal as to their origin. From the Most believe that the illithid ships
also reduce the available cargo space of relatively tiny spinneret to the ponder- seen to dare represent only a small frac-
elven ships. Thus, many elven n'erchants ous great mother, these vessels are tion of the variety created by the mind
have taken to using human vessels. designed to instill terror into the enemies flayers. Perhaps these were the only
of the dark elves. and to state clearly ships though1 needed for the illithid inva-
Gnome Ships and wirh no mistake that rhe drew have sion-or perhaps more and stranger ves-
Though not a true spelljamming race, rerurned. sels are on their way.
gnomes nonetheless have a style of These ships' water landing capability
spelljamming vessel all their own. Of Formian Ships has suggested to some 1hat, assuming
course, some might dub it a "lack of Much like their chief enemy. rhe gnomes, they are indeed common vessels among
sryle" instead. but in their own inimitable the ships of the formians are marked the illithids. their home world might also
fashion, the gnomes make do with what more by a lack of sryle than an acrual be largely aquatic.
they have. style. For the formians do not craft their Note that the number of illithids
Every gnome ship is unique. for rhey vessels so much as inhabit them. aboard a typical mind flayer ship is only
are built from whatever pieces, parts, Formian spelljammers are nothing about 25 to 50% of the total crew com-
and leftover bits the gnomes can scav- more than enormous rocks-meteors, plement. The remaining crew is made up
enge. A "'typical" gnome vessel-if such asteroids, or other cosmic rubble-hon- of grimlocks, half-ores, and other
a thing can even exist-might have a eycombed with tunnels leading to a cen- enslaved soldiers.
mast from a tradesman, a hull con- tral cavern. From this central point, a
structed from old buildings, a rudder formian queen conrrols the movement of
~;~-- .
I • '·

•. - ...iii-

Gradesman (fiuman )
The 1radesman is undoubtedly the most widely
produced, widely used, and widely altered
spelljamm1ng vessel 1n the entire system.
Originally crahed as a small merchant ship
(hence the name), the tradesman has seen use
as a scouting vessel. pleasure craft. personal
transport for the wealthy. and even (heavily
modified) as a shor t-range warship.
The trailing fins of the tradesman, though
appearing merely decorative, help its maneu-
verability In fligh t. Ir raises its sails when trav-
eling by water, relying on wind rather than its
helm for propulsion.
Tradesman: Helm: rninor;
SZ: Gargantuan; Face: 30 ft. by
60 ft.; Cr ew: 4/ 12 (1rained/+4);
Mil: wood (5); hp: 50; lnil: -4; Spd:
30 (average): AC: 11 (-4 size, +s natu-
ral); Arm (f): heavy ballista (5d6); Arm (a):
light ballis1a (3d6): LC: water; Cargo: 5.

fiammership (fiuman)
When 1t came lime for the humans of Quelya to develop a the hammer ship's sturdy effectiveness maintains its popular-
warship, many designs were tested. Ultimately. the hammer- ity among those races that favor function over form.
ship's combination of a protected main deck, weapon ports. Hammership: Helm: major, SZ: Colossal: Face: 30 ft. by
and ramming power made ii the favored style. rhough orher 120 ft.: Crew: 12/30 (trained/ +4); Mtl: reinforced wood (6);
vessels of this size and varying capabilities exist. hp: 200; lnil: -8: Spd: 60 (poor): AC: 8 (-8 size. +6 natural);
Today. hammerships see a variety of uses. from accom- Arm (f/p): heavy cannon (8d6); Arm (f/s): heavy cannon
panying groups of tradesman between worlds to patrolling (8d6); Arm (p/a): two light cannons (damage); Arm (s/a): two
rhe seas of Quelya. Though ungainly in appearance (don't light cannons (damage); SA: bludgeoning ram; LC: water;
even think about asking an elf what he thinks of the design), Cargo: 10.
as a ba11leship, leading groups of hammerships and lrades-
Flrchelon (numan) man through space ro 1heir des11nat1on. Stories of a lone
The archelon 1s the srandard human capi1al-class ship. The archelon dedicared purely ro sc1en11f1c explorarion of rhe
firs1 elf who viewed 1he enormous crafl is said 10 have worlds, while popular among srarfarers. remain unproven.
fa1nred dead away. aghast al 1he lack of style or beauty. Archelon: Helm: ma1or. SZ: Awesome; Face: 30 fr. by 240
Time has proven the archelon's worthiness. however. ft.; Crew: 20 Bo (!rained/ +4): Mil: reinforced wood (6); hp:
Though only a handful of these titanic vessels have ever 500: lnit: -16; Spd: 30 (clumsy): AC: o (-16 size. +6 natural):
been construcred. every one of rhose is reported to still be Arm (f/p): heavy cannon (8d6); Arm (f/s): heavy cannon
in fine shape and fully functional. (8d6}; Arm (f): two heavy cannons (8d6); Arm (p}: ligh1 can-
Loosely modeled after rhe grea1 sea turtles that swim non (6d6); Arm (s): ligh1 cannon (6d6); Arm (a): two light
through Quelya's warm waters, rhe archelon typically serves cannons (6d6); LC: water: Cargo: 20.

--
\ I

Warbird (Elf)
Despite being works of art, even 1he smallest elven ship is
also crafted for ba11le. The warbird is no exception. First
developed as a scout/fighter ship, the graceful and speedy
warbird also occasionally sees use as a diplomaric vessel
or merchant ship.
Though members of other races occasionally salvage
and repair a damaged warbird, elves will not sell them to
nonelven crews, and will fire upon warbirds they know to
be crewed by other races.
Warbird: Helm: ma;or. SZ: Gargantuan: Face: 60 ft.
(including wingsails) by 60 ft.; Crew: 4/ 12 (trained/ +4); Mrl:
ironwood (10); hp: 40; lnit: -4; Spd: go (good); AC: 16 (-4
size, +10 natural); Arm (f/p): light ballista (3d6): Arm (f/s):
ligh1 ballista (3d6): SQ: extended air; LC: none; Cargo: 2.
Arrowing: Helm: major. SZ: Colossal: Face: go fr.
Flrrowing (Elf) (including w1ngsails) by go f1.: Crew. 12/24
The arrowing (AIR-oh-wing) is a 1rue masterpiece, a merging (exper1/+8): Mtl: ironwood (10): hp: 150; ln11: -8; Spd:
of sleek beauty. elegant grace. and deadly power. Its extraor- 75 (average); AC: 12 (-8 size, +10 na1ural): Arm
dinary design allows it to eke out just a bit more speed and (f/p/s/a): two heavy ballistas (5d6): Arm (f/p):
maneuverability than would normally be possible for a ship of heavy ballisla (5d6): Arm (f/s): heavy ballista
i rs size. (5d6); SQ: exiended air; LC: water;
The arrowing represents rhe typical elven military Cargo: 4.
response 10 trouble. A single arrowing, perhaps accompanied
by a few warbirds, can take care of almos1 any problem
imaginable (shor1 of a full fleer assauh ). Perhaps because of
This. many arrowing captains grow arrogan1 and cocky-
though few experience any reason to rerhink 1his behavior.
Unlike orher elven vessels. The arrowing has water land-
ing capab1l11y. The elves claim This is ro
facili tate repairs in the lakes common ro )
Perianth, though some suspicious humans and halflings won-
der if ii might be so the elves could, If needed. land a sub-
srantial military force on Quelya.

Flrmada (Elf)
Generally regarded as the crowning achievement in stellar
banishmenl of rhe drow to the Spider
Moon, ages ago. Not once since !hat --
day has such a collection of spelljamming power been seen in
warfare, the elven armada serves as batrleship, carrier, and sky or space. and not a single elf wishes to witness such a
troop 1ransport all rolled into one. In addi1ion to its crew, it day again.
can hold up to 40 soldiers and eight warbirds (with wingsails Armada: Helm: major. SZ: Awesorne: Face: 120 ft. (includ-
furled). Truly. even the sight of an elven armada is often ing wingsails) by 180 ft.; Crew: 30/60 (expert / +4), plus 40
enough 10 1um the Tide of ballle-few caplains are foolhardy troops; Mtl: ironwood (10): hp: 400: lnit: -16: Spd: 30 (poor):
enough to stand against one. AC: 4 (-16 size. +10 natural); Arm (f/p/s/a): 1wo heavy ballis-
In recent years, such encounters have been few and far tas (5d6); Arm (p/ a): heavy ballista (5d6); Arm (s/a): heavy
between. Most elven armadas stay close to Perianth. protect- ballista (5d6); Arm (f): 1wo heavy ballis1as (5d6): Arm (p):
ing the elven homeworld from rhrears real or imagined. In two heavy ballistas (5d6): Arm (s): Two heavy ballistas (5d6):
fact, the last large-scale use of the armada ships was the SQ: extended air; LC: none; Cargo: 8.
Wrechship (Gnome)
No rwo gnome ships are exac1ly alike. but 1he
statistics below can be used 10 represent a
generic example of gnome shipcraft in a pinch.
Looking like no1hing so much as a cobbled-
together mass of !rash and discarded ship parts,
wreckships blend 1n easily among the remains of old
battles and spelljammer graveyards. Gnomes sometimes
seek such locales when trying 10 shake off a pursuit.
Gnome Wr eckship: Helm: minor, SZ: Huge; Face: 15 ~­
by 30 Ft.; Crew: 4/ 12 {trained/+4); Mtl: wood and iron (5 or
10*); hp: 1od6 (average 35); lnit: -
z; Spd: 60 (poor); AC: 13 (-2 size, +5 ___..
natural); Arm (f/ p/ s/ a): light ballista (3d6); Arm "'--
(f): light cannon (6d6); LC: varies (usually none); Cargo: 2.
*Any hit on a gnome ship has an equal chance of strik-
ing a wood or iron surface. Apply the appropriate hardness.

Spinnerel (Drow)
Ar first glance, most spelljamming captains wouldn't see such
a small vessel as a threat. The spinneret has no visible
weaponry, and even a full-speed (and suicidal) ramming
attack would seem only moderately dangerous.
But those captains would be wrong. For when one spin-
neret is seen, chances are that many more are near. And it
isn't the ship itself that one should fear, bul Its crew: crack
drow warriors and wizards, wanting nothing mor e than to
overrun their enemies and destroy their ship
from within.
The spinneret is designed almost
entirely as a boarding vessel. The "legs"
that extend from its front are hinged,
allowing the ship to grip a larger target
and hold on. Once attached, the front of
the spinneret opens, disgorging its battle-ready
crew, all of whom are trained to inn1ct maximum
damage. More than one knowledgeable captain has compared
the spinnere1's attack to 1he illith1d boreworm (see below),
and it seems likely that lhe dark elves have mimicked this
effective technique.
Spinneret: Helm: minor lifejammer, SZ: Huge; face: 10 ~­
by 20 ft.; Crew: 1/ 8 (trained/ +4); Mtl: magically treated
ceramic (6); hp: 35; lni1: -2; Spd: 60 (good); AC: 14 (-2 size,
+6 natural); Arm: none; SA: grappling; LC: None; Cargo: 2.
- •'·"" -·~
. - --'~
._ - -~

11 has crippled 11s prey, the deathsp1der's crew board the


Deathspider (Drow) enemy ship and dispatch or capture its crew, at their whim.
Among The drow ships. the deathspider is the one most com- Deathspider: Helm: ma1or lifejammer. SZ: Colossal; Face:
monly encountered. Most deathsp1ders serve as raiding ves- 30 Ft. by 120 ft.; Crew: 8/40 {trained/+4): Mil: magically
sels, though if the drow built a neet, it would serve as a fine treated ceramic (6); hp: 180; ln1t: -8: Spd: 60 (poor); AC: 8
warship. (-8 size. +6 na1ural); Arm (f): heavy cannon (8d6). two light
The long forelimbs or the deathsp1der function as a deadly cannons (6d6): Arm (a): heavy cannon (8d6): SA: piercing
p1erc1ng ram, skewering smaller vessels with 1mpun1ry. Once ram: LC: None; Cargo: 8.

approaches and uses 11s forelimbs as bridgeways, allowing


Great mother (Drow) drow troops to nood the decks of the crippled target.
Though nor the equal of the elven armada. the drow great Great Mother: Helm: maior lifejammer. SZ: Awesome:
morher ship is nonetheless a rerrifying foe. In addition to her Face: 60 ft. by 240 ft.: Crew: 20/60 (trained/+4); Mtl: magi-
weapons, the spellcasters no doubt on board. and the many cally treated ceramic (6); hp: 500: lnit: -16; Spd: 30 (clumsy);
soldiers. most great mothers bring along anywhere from a AC: o (-16 size, +6 natural); Arm {f/p/s/a): rwo heavy can-
half-dozen 10 a dozen spinnerets, clinging to her underbelly nons (8d6): Arm {f): two heavy cannons (8d6); Arm (p): two
like a great egg sac ready to burst. light cannons (6d6): Arm (s): two light cannons {6d6): SA:
After rhe grear mother has disabled an enemy ship, ir grappling; LC: None: Cargo: 16.
usually defeated in short order. As a result of this simplici1y,
Boreworm (lllithid) most boreworm "pilots" don't have any particular talent in
As the illilhids have never seen fit to tell others what (if any- spelljamm1ng.
lhing) they call 1heir ships. their craMs' names come From The boreworm is also fully submersible to a depth of 1000
those who have encountered them. In lhis case, the name feet below the surface, though it has no airlock or similar
comes from the human explorer and corsair Starlin Kress, equipment to preven1 flooding.
who likened the vessels 10 the parasiric worms 1hat plagued Boreworm: Helm: minor lifefammer. SZ: Large; Face: 5 f1.
ships from his home planet. by 15 M.; Crew: 1/ 3 (unsi..1lled/ +o); Mtl: magically treated
The boreworm's mode of attack is simple: Ram into an ceramic (6): hp: 30; Intl. -2: Spd: 60 (good): AC: 15 (-1 size.
enemy vessel at full speed, then disgorge its mind flayer pilot +6 na1ural): Atk: None; SA: bludgeoning ram; SQ:
and any crew 1n10 1he target ship via a fronr-mounted harch- Submersible: LC: Land or water; Cargo: 1/ 2.
way. Thanks to the illithid's mind blasts, the enemy crew is

Nautiloid: Helm: major lifejammer. SZ: Colossal: Face: 30


Ilautiloid (lllithid) M. by 120 ft.: Crew: 10/ 30 (trained/ +4); Mil: magically treated
Named by the humans for its resemblance to a large mollusk, ceramic (6); hp: 250; lnit: -8; Spd: 60 (poor); AC: 8 (-8 size,
the nautiloid is most often used as a ship of war. Its enor- +6 natural): Arm (f): two heavy ballistas (5d6): Arm (p): two
mous forward ram is devastating to most targets. it bris1les light ballis1as (3d6); Arm (s): rwo light ballistas (3d6): SA:
with armored weapon porrs, and most carry a dozen or piercing ram; LC: Water: Cargo: 8.
more grimlock troops for mop-up duty.
.. .
..
•'

can wrap themselves around a target of up to the dread-


Dreadnaught (lllithid) naught's size, virtually immobilizing the vessel. Ir then spews
This vessel was named by the first elven captain to forth an acrid crimson fog that stuns all who breathe it in
encounter one, though she did not survive the banle. Since (DC 18 Fort save to avoid being stunned for 2d6 rounds).
that time. the number of verified appearances by an illithid Once neutralized, the enemy ship is boarded by a horde of
dreadnaught is in the single digits, leading many to believe grimlocks and a handful of 111ithid masters, who make short
(or hope) that only a very few of these ships even exist. work of any left conscious.
If that hope is true, it is indeed a boon to the friendly Dreadnaught: Helm: major lifejammer, SZ: Awesome:
races of the system, for the dreadnaught is a terror unlike face: 60 ft. by 180 ft., plus 60 ft. tentacles: Crew: 30/120
any other in the skies. lrs weaponry is unmatched, the single- (trained/ +4); Mtl: magically treated ceramic (6); hp: 600; lnit:
mindedness of its pilots is legendary, and it possesses a -16; Spd: 30 (poor): AC: o (-16 size, +6 natural); Arm
capability undreamed of to most captains: the dreadnaught (f/p/s/a): 2 heavy ballistas (5d6); Arm (f): 4 heavy ballistas
can actually grapple another vessel. (5d6); Arm (p): 2 heavy ballistas (5d6); Arm (s): 2 heavy bal-
The four great tentacles sprouting from the ship's bow listas (5d6); SA: grappling: LC: water; Cargo: 16.

Special Ship Flttacks


Webs hot SIJelliammer other have no effect on maneuverabil-
One of 1he nastier Inventions of the Gtapp11ng ity). If this reduces the ship's maneuver-
drow is webshor, a magical enhance- Both the drow spinneret and the illithid ability below clumsy, it is incapable of
ment given to projectiles such as bal- dreadnaught are capable of latching movement while in the grapple.
lista bolts. When a webshor projectile onto an enemy ship and holding on. In In the case of the spinneret, multiple
strikes its target, in addition to inflicting both cases, this works similarly to a spinnerets may anempt to grapple the
normal damage it erupts in a spray of ramming attempt: a Pilot check against same ship. If two spinnerets grapple the
sticky webbing (the equivalent of a web the target ship's AC. If successful. the same vessel, treat them as a single
spell centered on the projectile). grappling ship has attached itself to the Huge ship for the purposes of deter-
A single well-placed webshot can target (in the case of the spinneret) or mining which ship can move. Four spin-
greatly reduce an enemy ship's capabil- wrapped its tentacles around the target nerets are the equal of a Colossal ship.
ity. particularly since most captains are (in the case of the dreadnaught). and eight spinnerets equal an Awesome
loathe to voluntarily start fires on their Ships engaged in a grapple (whether ship. Sufficient spinnerets working in
vessels. Covered-deck ships, such as the attacker or defender) may lose concert can actually "control" a ship
the hammership. are far less vulnerable maneuverability or even the ability to much larger than any of them singly.
to this anack, though such a weapon move at all. The smaller of the two ships in Once a ship has been grappled, it
might still reduce maneuverability by a a grapple loses its ability to move entirely can free itself by winning an opposed
full grade by gumming up sails. rudders, (except to escape the grapple, see below). Pilot check against the pilot of the
and the like. at the DM's option. The larger of the ships loses one cate- grappling ship. A ship designed to grap-
Casrer Level.· 3rd; Prerequisites: gory of maneuverability, but only if the ple enemy vessels gains a +4 bonus to
Craft Magic Arms and Armor. web; smaller ship is one or two size cate- this check. The pilot of the attacking
Marker Price: as +2 weapon. gories smaller than it (ships three or ship can release the grapple as a stan-
more size categories srnaller than the dard action.
. . .
. -
-

- ·. . . . .
• • ..
I
. . .
~
-

. _......._ .

• (HftrTER THREE

his chapter covers various fear (see the Player's Handbook) to


additions and changes 10 the \,Vea1)011 D escrit)lio11s apply your Dexterity modifier insread
normal array of equipment and Ballista: Basically a very large of your Strength modifier to attack
magic found in a DDtD game. crossbow, the ballis1a fires a spear-like rolls with a cutlass.
bolt using a sr raight 1d20 roll wi1h no Flamegun: This pistol-sized weapon
modifications {no character base attack shoots a thin srream of alchemist's fire
Weapons bonuses, ability modifiers, e1c.) except that ignites as soon as it hits air. It
Firearms are the mos! significant for range. Loading and cocking a bal- requires only a touch attack 10 hit a
addillon to standard DUi-D weaponry lista is 3 full-round actions for i1s cr ew. target. It deals no splash damage, bur
found in a Spell;ammer campaign. Bullet: These large, round, lead pel- any targe1 srruck must make a Reflex
Most are powered by gunpowder, lets are sold in bags of 10. save (DC 15) or catch fire. suffering
which was firsr invented by gnomes, Cannon: Like the ballista. the cannon an additional 1d6 points of fire damage
and their popularity has spread across fir es with a 1d20 roll unmodified by each round until he can extinguish the
much of the system. Two notable anything except range. Each shol uses flames.
exceptions are the elves. who prefer 16 ounces (one lb.) of gunpowder. A flamegun Is supplied by a five-
the elegance of the bow. and the Loading and firing a cannon is 3 full- shot Fuel pack. As long as Fuel remains,
dwarves. who are wary of anyrhing round actions for its crew. you can shoot the flamegun according
I hat might rhreaten the limited air sup- Cutlass or Small Cutlass: This to your normal number of attacks with-
ply of their natural cavern homes. lightweight, curved sword is similar out reloading. Replacing a spent fuel
Each rype of firearm requires a sep- to a scimitar but includes a basket hilt pack with a fresh one requires a stan-
arate Exotic Weapon Proficiency fear. that can be used for punching artacks dard acrion.
Masterwork firearms can be created as a gauntlet. A character with Fuel Pack: A flamegun fuel pack
for an additional 300 gp. A firearm can multiple attacks may use the cutlass's holds enough alchemisr's fire for five
accepr any of the magical enhance- normal slashing attack and its punching shots. If broken open, treat it as a flask
men1s appropriate to crossbows. attack interchangeably. Ir is popular of alchemist's fire.
Masterwork bullets can be created arnong human and halfling sailors Pistol: The pisrol holds a single bullet
ar an additional cost of 300 gp per and spacefarers alike. The Small and requires a standard action to reload.
50 bullets. Bullets can accept any of cutlass is used by halflings and other Rifle: The rifle holds a single bullet
the magical enhancements appropriate Small wielders. and requires a standard acrion to
10 bolts. You can use the Weapon finesse reload.

~1rearms are tfie mosf s1gn1 1canf au d1f1on to


..

.

. •
Cutlass
Flamesun

Cutlass <Small}

Spitter sun

S catte rgun

P istol

R ifle

• J ,

Weapons common to a Spelqammer campaign.


, ... •

Scattergun: The scaltergun fi res a Spittergun: The rifle-sized spittergun separately) a11ached to it recycles the
spray of shrapnel in a 15-foot cone holds six bullets. While it holds bullets, wearer's breath, allowing him or her to
from the fi ring character. Make an you can shoot the spittergun according survive for up to 12 hours with no other
attack roll against each target in the 10 your normal number of attacks with- air than that brought along inside the
area. applying a penalty as appropriate. out reloading. Reloading a full clip of suit (after which the filter must be
A sca1tergun holds five shells at a six bullets is a full-round action that replaced). If rhe su11 is breached (hard-
lime but must be cocked between shots provokes altacks of oppor1un11y. ness 1, hp 5), it becomes useless. An
(a move-equivalent action). Reloading Turret: While not actually a weapon, airsuil inOicts a -2 armor check penalty
up 10 two shells is a standard action. a turret or half-turret can be installed (which stacks with armor worn), but has
Reloading more shells than that (up 10 on a ship along with a weapon 10 no effect on the wearer's maximum Dex
all five) is a full- round action. increase its firi ng arc. See Chapter 2: bonus, arcane spell fa ilure chance. or
Space and Spelljamming. speed. The wearer of an airsuit also
Range Attack suffers a -2 penalty on Spot and listen
to Target Penalty Damage checks. Airsuits for creatures smaller rhan
Up to 5 feet 3d6 Equipment Small or larger than Large must be made
6 to 10 feet -2 2d6 This section describes some of the specially ar a cost of 1.000 gp and up.
11 10 15 feel -4 1d6 goods and services unique 10 a Airsuils can be magically reinforced
Spelqammer campaign. to resist damage at an additional cost
Scattergun Shell: This metal tube 1s Airsuit: This full-body covering pro- of 1.000 gp. This doubles its hardness
packed with tiny metal pellets. h includes tects its wearer from the airless void of
a gunpowder charge. so you don·r need space. The airsuit provides no armor
any additional powder to fire the weapon. protection, but an alchemical filter (sold
' . . ..
. • .
.
• .
.,
'
.A!!! f
..,--- . •
..
-
.-.. . -
..

\:able I 6: ew \Veopons
Martial Weapons-Melee
Small Weapon Cost Damage Critical Range Incr ement Weight Type
Cutlass, Small 15 gp 1d4 18-20/x2 1 lb. Slashing

Medium-size Weapon Cost Damage Critical Range Increment Weight Type


Cutlass 20 gp 1d6 1B-20/ x2 3 lb. Slashing

Exotic Weapons- Ranged


Small Weapon Cost Damage Critical Range Increment Weight Type
Pistol 250 gp 1d10 x3 50 ft. 3 lb. Piercing
Bullers(10) 3 gp 2 lb.
Flamegun 4oo gp 1d6 10 fr. 3 lb. Fire
Fuel pack (5 shots) 50 gp 2 lb.

Medium- size Weapon Cost Damage Critical Range Increment Weight Type
Rifle 500 gp 1d12 x3 150 Ft. 10 lb. Piercing
Bullets (10) 3 gp 2 lb.
Scattergun 1000 gp special X2 special 10 lb. Piercing
Shells (5) 10 gp 2 lb.
Spitrergun 1500 gp 1d10 x3 100 ft. 12 lb. Piercing
Bullets (5) 15 sp I lb.

Ship Weapons
Weapon Cost Damage Critical* Range Increment Weight Type Crew
Ballista, heavy Boo gp 5d6 x3 1Bo ft. 1200 lb. Piercing 2
Ballista bolts {10) I gp 9 lb.
Ballista, light 500 gp 3d6 x3 120 ft. Boo lb. Piercing I
Ballista bolts (10) I gp 9 lb.
Cannon, heavy 5,000 gp Bd6 x4 240 ft. 4,000 lb. Bludgeoning 2
Cannonballs (1o) 4 gp 20 lb.
Cannon. light 2,000 gp 6d6 x4 180 ft. 3,000 lb. Bludgeoning 1
Cannonballs (10) 2 gp 10 lb.
Turret 500 gp 300 lb.
Turret, half- 300 gp 200 lb.

and hp (to 2 and 10, respectively), with it for its incendiary properties as bunks or some floor space available for
no other effects. much as its utility. Most dwarves those willing to spend some gold.
Airsuits can also function under- shy away from gunpowder weapons.
water. having a natural dislike for incendiary Spells
Airsuit Filter: An airsuit filter can be substances br ed by generations of Some spells function differently in this
created by an alchemist (Alchemy DC life in deep caves, where fresh air is setting than in standard DfJtD. while
25). Each filter lasts for 12 hours. at a premium. other s have cerra1n restric11ons as to
Delivery, planet-to-planet: This is A single ounce of gunpowder is the extent of their effects. For specific
the typical cost for delivering a mes- required to propel a bullet from a effects on spells, see the rexr and the
sage or relatively small package to firearm (see Weapons, above). If Iii, it list below. For spells nor in the Players
another world. Large deliveries can will burn for a single round and provide Handbook. use the descriptions below
cosr up to double rhis amount. illumination equivalent to a sunrod). to adjudicate an appropriate effec1.
Gunpowder: This alchemical sub- Wet gunpowder is useless and must be Trea1 creatures or objects on
stance was invented by the gnomes in dried (requiring 10 minutes of exposure another planet as being on another
rhe distant past, but has only recently to air) before it will ignite. plane for rhe purposes of these spells:
been "rediscovered" by gnome Gunpowder is sold in 20-ounce Drawmij's instant summons, greater
alchemists. lrs use has since spread water-resistant powder horns and 15- scrying. scrying. sending. and status.
to some of the other races of the pound kegs. The following spells don't allow inter-
system. most notably the humans, Spelljammer Passage: Even those planetary travel: refuge, teleport, tele-
always quick to accept any new tool, spelljamming vessels that don'r special- port without error, releportation circle.
and the half-ores. who seem to enjoy ize in passengers often have a few transport via plants, and word of recall

- • •
' ~·- ·

••
.
I • • •


Specific Individual spell you must have some ability to fly or
effects are as Follows: travel through space 10 do so.
Air Walk: Assuming a suffi- Wind Walk: Assuming a sufficient
cient duration (or multiple cast- duration (or multiple castings), you
ings). you could use this spell to could use this spell 10 travel between
1ravel between planets. planets.
Clairaudience/Clairvoyance: This
spell's range is limited to the planet magic Items
you are on. A few special magic items exist in this
Commune wirh Nature: When in setting. described below.
space, treat the spell's effect as if you floatanchor: This device allows a
were outdoors. spelljamming vessel 10 levitale in place
Contact Orher Plane: This is limited above the ground without fear of
to contacting other planes, nor other crashing due to gravity. It appears
planets. much like a standard anchor, with a
Discern Locarion: This spell also indi- heavy chain 500 ft. 1n leng1h. One end
cates the planer on which the subject is affixed to a vessel with a spelljamer
lies. helm and the other end (with the
EarrhquaJ...e: This spell has no effect anchor) rests on the ground. While lev-
1n space, though it functions normally itating in this manner, the ship nei-
on any celestial body (planer. asteroid, ther rises nor falls, though 11 is
etc.). subject to wind and
E1hereal Jaunr/Etherealness: storms.
Assuming a sufficient duration (or mul- Cosier Level: 5th:
tiple castings), you could use the ethe- Prerequisites: Craft
real plane 10 travel between planets. Wondrous Item. lev1-
Find rhe Path: The locarion sought rate: Markel Price:
must be on the same planet as you are 10,000 gp; Weight:
a1 the time of casting. 500 lbs.
Fly: Assuming a sufficient duration Gadabout: Almost
(or multiple castings), you could use more plant than item, this
this spell to travel between planets. winged device is worn like a
Gate: This spell can create a con- backpack. It wraps lithe tendrils
necllon between two different planets, around the wearer's body and
or between a caster in space and extends great leaflike wings that
another planer, 10 allow travel, allow the wearer to fly at a speed
but cannot call a creature of 30. furthermore, the gadabout
from another planet. provides its wearer with fresh air
Imprisonment: This at all rimes. This grants a +2 bonus
spell has no effect in to saves versus poison gas attacks.
space, though ii The gadabout functions for a maxi-
functions nor- mum of 2 hours per day. It must
mally on any receive at least 2 hours of sunlight per
celestial body day (dayligh1 functions equally well) or it
(planet, asteroid, ceases 10 function, going dormant until it
etc.). receives the necessary "nourishment."
Plane Shifr: Casrer Level· 5th; Prerequisites:
This spell allows Craf1 Wondrous Item. plant growrh;
interplanetary Market Price: 8,ooo gp; Weight: 10 lbs.
travel, but with the Helm, Lifejammer: The lifejammer
same inaccuracy as helm looks like a double-sided throne,
listed For the spell. with a seat extending from each side
Shadow Walk: of a central back. Like a spelljammer
Assuming a sufficient helm, 1t grants any vessel on which it
duration (or multiple is installed the ability to fly at a rate
castings), you could use determined by the vessel's size. The
the Plane or Shadow to spellcas1er sitting in 1he fronr half of
travel between planets. Note 1hat the life;ammer helm controls the ship's
since the Plane of Shadow doesn't movement, while the character sitting
automatically allow three-dimensional in the back half provides the life-
movement (unlike the Ethereal Plane), energy 1ha1 powers the helm. Each
..,..
~
.• . • • • . .I"r~.

. . -

~~ . • • . • i ~ " __... .. .

hour of 1ravel inflicts Conslilulion t:o blc 17: Goods o nd Services


damage 10 1he c.haracter providing the
life energy needed by the helm. A Adventuring Gear
character reduced to o Constitution Item Cost Weight
by a /ifejarnmer helm becomes a dried. Airsuit, Small 100 gp s lb.
withered husk. Airsuit, Medium-size 200 gp 10 lb.
A minor lifeiammer heln1 can grant Airsuit. Large 400 gp 20 lb.
flight to any spelljamming vessel up to Airsuit filter 50 gp I lb.
a maximum size of Huge and inflicts 1 Gunpowder, horn 30 gp 1.5 lb.
point of Cons111u11on damage per hour Gunpowder, keg 240 gp 20 lb.
of operauon. A ma1or helm can power
a vessel up to Colossal size and inflicts Transportation
1d4 points of Constitution damage per Item Cost
hour of operation Delivery, planet-to-planet 10 gp
Caster level· 12th; Prerequisites: Spelljammer passage 25 gp (berth)
Craft Spelljammer Helm, Craft 250 gp (cabin)
Wondrous Item, o/f· walk or fly. vam-
pir1c touch; Markel Price: 15,000 gp
(1ninor); 40.000 gp (major); Weight:
r .. •

500 lbs.
Helm, Spelljammer: The standard -
spel/jammer helm takes the form of a
large. heavy throne-like chair. When
installed on a vessel. I he spelija111mer
helm grants that vessel the ability to fly
1)

at a rate determined by the vessers \

size. The spelljamrner helm may be > •


operated by any spellcaster seated
upon it. l I
\
A minor spelljam1ner helm can grant
Flight to any spelljamming vessel up to a l~ /
maximum size of Huge. while a major
helm can power a vessel up to Colossal '
size.
Caster level: 12th: Prerequisites:
Craft Spelljammer Heim. Craft ,_,
Wondrous Item. air walk or Fly; Market 4
Prrce: 20,000 gp (minor); 50,000 gp
(major); Weigh1: 500 lbs.
/
-
Flrtifacls
Crown of the Stars: This minor
artifact is prized by spelljammer pilots
throughout the syslem. It appears as
li11le more than a golden circlet set -
with a single black diamond. Its wearer 'e::::Y I

~ I' Il
can control any spelljamming vessel he
is on, just as 1f he were sirring 1n a
standard .'>pel/j,·11nn1er helm. It even
overrides 1he power of any other helm

on board the ship. If two characters
wearing cro1vns of 1he slars aboard
the same ship simultaneously attempt
to exerl control, the winner of an
opposed level check. (including each
--
character''> Charisma modifier ) gains
control for one 1n1nure.
Caster level· 20th: Weight: 1 lb.
:;1 .... ,,
Spelljammer helms.
• -~ .c..,.. •

.....
"·3;
~.

~ . • .
.. •.
(Hftl2TER POUR

pelljammer: Shadow of rhe assuming you even know where to find phere. Surprisingly, few true elementals
Spider Moon describes the it-is hazardous in the extreme. are encountered here.
activity in a single s1ar system First, any object within 1he Pyre's If you have access to the Manual of
occupied by several sentient upper atmosphere suffers 2dio points rhe Planes. you can populate the Pyre
races and a wide range of 01her of fire damage per round of exposure w11h addi1ional fire elemen1 creatures.
strange creatures. Each of the celestial and must make a Reflex save (DC 15) such as wyverns. manticores. drag-
bodies in the system has its own cli- each round to avoid catching fire. onnes, giant eagles. and pegasi.
mate, set of characteristics, and (if Second, the smoky atmosphere limits
appropriate) dominant species. normal sight to a range of 120 feet Resources
(except for creatures native to the The Pyre has virtually no natural
Elemental Plane of Fire with the ele- resources to offer explorers. Some
Ghe Pyre mental (fire) or outsider (fire) type earthbergs may contain veins of gem-
At the center of the system lies The and subtype, who can see up to 240 stones or precious metals.
Pyre. the fiery body that warms and feet). Thus. a pilot must remain
illuminales the inner worlds. Some claim constantly wary for obstacles hiding tlshen: ti World of Dust
the Pyre is a ga1e 10 the Element al in the fiery haze. Closest to the fiery sun is Ashen, a
Plane of F1re, while others claim it was Third, natural hazards such as steam searing hot world covered by a
once a world like any 01her. bur infer- clouds and rains of ash are common in deserl of white dust. Whatever once
nal magics cursed ii to an eternity the atmosphere. A steam cloud has a lived on this planer-and the half-
aflame. Salamanders, mephlts, and radius of anywhere from 100 10 1.000 buried pyramids give silent voice to
other fiery creatures live here. feet and inflicts an additional idio some culture existing here long ago-
points of fire damage per minute spent has been dead and gone for eons.
Clin1ale and Gerrai n within it. Rains of hot ash move in like a Despite their age. these ruins continue
The Pyre is almost entirely composed stormcloud, lasting 2dio minutes (and ro attract treasure seekers from
of elemental fire. Superheated smoke inflicting an additional 1d10 points of across the system, for the hoards
and vapor collects 1n deadly toxic fire damage per round) before drifting of magic hidden beneath the sands
clouds. A few rocky earthbergs even off or burning our. are legendary.
float through the upper atmosphere,
blasted and half-mohen from the Denizens Climale/Gerrain
incredible heat. As might be expected, only those crea- Ashen is hot. dry. and dusty. Daytime
Some of the larger bergs provide tures that can withstand the awesome temperatures on this desert world
shelter to creatures incapable of sur- heat of the Pyre live here. Salamanders average i2o degrees F, and can
viving the temperatures here. Indeed. of all sizes are common residents. as reach as high as iso degrees. This
rumors persist of island-sized rocks well as fire. magma. and steam meph11s. heat can have deadly effects (see
1ha1 hide small networks or caverns Some of the larger earthbergs hide the Chapter 3 in the Dungeon Master's
that hold lost treasure. concealed pira1e lairs of red, brass, and gold dragons. Guide for details).
ourpos1s, or even wizards' lairs. Of Rumors persist of fire giant enclaves However, at night the remperature
course. reaching one of lhese bergs- scattered about, and the efree1 are said drops rapidly, sometimes going as low
to have an outpost In the upper atmos- as 60 degrees. This sudden tempera1ure
~·· ~.

• ...
. -
" .

Ashen. Some indeed find their goals,


l ...osl Cily of St:>i1,.es bu1 far more end up as another set of
bleached bones in the dust.
So1ne1.vbere in tf)c southern bernispbere of Ashen. in 011 oreo
\Jerdura:
kno\.\•n for particularly borsb dust storrns. bides o collection of
Ghe 3ungle Planet
to"•ers 1nostly buried in tbe sa nd. Despite tbe narne (given to it The first 1ruly habi1able world is
Verdura, covered from pole to pole by
by a nu1non explorer long ago) no one kno\.\•s wbot pu rpose lush. 1h1ck tropical jungles and domi-
na1ed by reptilian beasts of all sizes and
these stru ctures once ser\'cd . Were they port of a great 1netrop- shapes. Once a thriving center of civi-
lization, the mighty remples of Verdura
olis of tf)e ancients? D id tbey. os so1ne sages cloirn, serve os a have long since crumbled under pres-
sure from 1he tendrils of the jungle.
great· cos1nolo9ical ti111cpiece. Irocking tbe 1nove1nents of tbe The depraved yuan-ti rule this plane!,
though their influence is admittedly lim-
planets and stars ir1 tbe sky? Do tf)ey n1ork tbe to1nbs of long - iled beyond their small terril·ories.

dead kings ond e111pcrors? Cr did they perhaps once fu11ct ion as Clim aI e/Gerr ain
Warm jungles and marshes cover
docks and landing bo ys for pre-spelljanuning starsbips? almost the entire planet of Verdura.
Fully two-thirds of the planet is cov-
Because of lbe dearth of londrnorks on Ashen, finding the ered by land. with only a few shallow
seas and numerous small lakes dotting
[ost City of Spires is on extraordinary cbollenge. Even oss11111- the world. A half-dozen mountain peaks
protrude from the treeline, bur none of
ing that tbe lost sandstorm hasn't S\vallowed up tbe to1.vers corn - these tower more than 10.000 feet.
During the summer. the daytime
pletel)'. tbose 1.vho v.•ould seek this ploce-,vbetber for knowledge high remperature can reach 120
degrees F. but a more common temper-
or plunder-hove their \.\'Ork cut out for them. And. if you con ature is 80 to 100 degrees. The
evenings cool slightly, bu1 the jungles
belie"e those 'vbo cloi111 to hove delved into tbe to,vers. the trap the heat effectively, keeping nigh1-
1ime lows al 70 degrees or more.
denizens include lhc foulest of undead. aberrations, and worse.
Denizens
Verdura is a reptilian paradise.
shift often creates howling duststorms A wider variety of creatures is Serpents. lizards. and even dinosaurs
(as described in Chapter 3 of the found in the buried (and thus pro- of all shapes and sizes roam the swel-
Dungeon Master's Guide, except that tected) ruins that dot the surface. 1ering jungles. Basilisks, behirs, couatls,
25% of these storms inf1ic1 subdual Bodaks and mummies haunt cursed hydras, shocker lizards, and wyverns
damage, not 10%). sites. Monstrous spiders spin webs in are all native to Verdura. True dragons
dark caverns. Magically bound fiends are exceedingly rare here-the yuan ti
Denizens wait eventual release at the hands of largely exterminated these great crea-
Very few creatures exist on the sur- unlucky treasure-seekers. Destrachans. tures back at the height of their civi-
face of Ashen. At least one clan of dust gricks. hydras. lamias, ropers, and lization- though a few black dragons lair
mephits roams the surface, searching other strange beasts lurk in under- deep in rotting meres. The shallow seas
for lost treasures. Their chief rival in ground lairs. are often ruled by dragon turtles.
this quest is a nomadic band of jann. A wide variety of deadly plants also
Blue dragons lurk under the dusty Resources thrive on Verdura. Assassin vines,
sands. and a few copper dragons live Ashen's primary resource is its mys- shambling mounds. and tendriculoses
here as well (if you find a safe-looking tery. What reduced this world to its are all relatively common.
cave, 1here's a good chance that a cop- currenl state? Who built the pyramids The mos1 significant natives of
per dragon ei1her lives or has lived in and obelisks tha1 now lie crumbling and Verdura. though, are the yuan-ti.
it). Packs of withered, hungry ghouls sandblasted? Who created the magical
and ghasts wander 1he desert. looking treasures that brave adventurers pull Civilizalions
for anything living. Sand-dwelling ver- out of the sands year after year? The only thing resembling a civilization
sions of the purple worm swim through Regardless of the answers, the clar- on 1his jungle planet is the depraved
the dus1. breaching the surface only to ion call of riches beckons explorers, yuan-ti. This fa llen race once ruled
devour the unwary. tomb robbers. and loremasters alike to Verdura- and, if the stories are true,
to blame for their corruption. Even the
elves. the oldest of the current cultures
of the system, can't say for certain.

Resources
The jungles of Verdura provide many
fine hardwoods used in construction.
shipbuilding. and furniture. Skins of
the various reptilian beasts fetch good
prices in many markets. And of
course. the ancient ruins of the
yuan-ti lure many who seek to
recover the ancient artifacts that
once powered this fallen civilization.

Quelya:
ti Watery World
Third from the sun orbits the
watery world of Quelya, studded
by long chains of islands criss-
crossing her blue face. Humans
and halflings rule the surface of
this world, gathered into merchant
clans that lay claim to various arch-
ipelagos. Beneath the still waters lurk
the evil sahuagin, who believe them-
selves rightful owners of the entire
planet. Stories tell of even greater evil
in the deepest parts of the oceans.

Climale/ Gerrain
The ocean covers more than go 01o of
Quelya's surface. Broad continental
shelves make for vast shallow seas in
most cases, though great abyssal
chasms plunge miles into the dark
depths.
The climate of Quelya ranges
from tropical (In a wide band around
the equator) to temperate (between
the equator and polar regions) to
cold (in the world's small polar areas).
reached beyond this world as well-bur plans of conques1. but the creatures' Temperatures don't vary much from
now are only a corrupted shadow of innate chaos continues to prove their season to season due to the
their former glory. downfall as infighting, treachery. and moderating influence of the ocean-
Today, the great cities of the yuan-ti simple blood1hirstiness continues to rule remperate regions enjoy temperatures
lie in ruin, overtaken by the encroach- the day. from 50 to 80 degrees year-round.
ing jungles. Here and there, great tem- But what toppled the yuan-ti while tropical regions range from 60
ples dedicated to the yuan-ti god of empire? Some scholars claim that 1o 1oo degrees.
Merrshaulk poke from the treetops, demonic influence is to blame, perhaps Storms are common sights on
while snakes slither through the crum- even naming Merrshaulk as a demon Quelya, particularly during the late
bling throne rooms of long-dead yuan- prince rather than true god. Others spring when hurricanes ar e most
ti emperors. believe that the yuan-ti trifled with prevalent. Such weather can strip an
Bur still the yuan-Ii survive, ruling magical power beyond their control, island bare of buildings and construc-
small territories a mere fraction of and that even today the remnants of tion 1n mere hours, so most Quelyans
their long-ago size. No longer truly that magic lie hidden beneath the jun- have storm shelters to which they
human either in appearance or mindset, gles and marshes. Still others point to can retrea1.
these evil serpent-folk cling 10 the the physical nature of the yuan-ti as a With no moon. Quelya's tidal action
belief that they can once again rise to clue, suggesting that ill-fated breeding is almost nil. The passing of nearby
power. Yuan-Ii abominations plot epic programs with reptilian creatures are planets (Verdura and Perianth) has a

'
. ._.. '
.._-·'11'1.,,.
'

'
.
.
., ~
. '·,. .
~ --.____

minor. but noticeable. influence on gin include most of the planet within
l'~r ee ho ld of l.A1gos weather patterns. their territories. These natural preda-
One of the largest settlements on tors see themselves as rightful rulers
Quelya, Lagos is a city dedicated Denizens of Quelya and loathe the surface-
to mercantilism. Visitors have As one might expect. most life on dwelling humans and halflings. Only rhe
likened the freehold to an enormous Quelya is aquatic or at least amphibi- never-ending territorial wars between
bazaar. packed into a walled com- ous. Fish of every conceivable variety various sahuagin kingdoms and bar-
pound. It is true that the number swim in Quelya's planet-spanning onies prevent them from becoming a
of permanent structures in Lagos ocean. Sharks, octopuses. and squids unified force capable of wiping our
can be counted on the fingers of are all common, though no marine their surface enemies. Even so. their
one hand, but locals poinl to that mammals (such as seals. dolphins, or predations are a constant threat to the
as a strength, rather than a weak- whales} exist on Quelya. The largest humans and halflings.
ness. After all. with powerful known aquatic predator is the dire
storms and sahuagin raids common- shark. which has been known to attack Resources
place, it only makes sense to build a small and mid-sized boats. The teeming ocean of Quelya provides
city thar you can pack up and move Some mariners claim to have seen a bounty of fish. far more than needed
in a matter of hours. giant squid, and others believe that to feed the natives. The shipwrights of
Despite the transitory krakens lair in rhe deepest ocean Queiya are legendary for their apti-
appearance of Lagos, this place canyons. Storm giants occasionally lay tudes. a necessity on this dangerous
offers tremendous opportunities for claim to entire islands. world.
merchanrs. traders, and tourists Three humanoid races call Quelya Like the other planets in this system,
alike. Unlike Discord (see below), home: the humans. halflings. and sahua- Quelya has its share of ruins said to
Lagos is warm, friendly, and gener- gin (see below). hold vast treasures. Most of these ruins
ally safe (thanks 10 strict agree~ lie on the shallow ocean floor. The
ments between the various Civi lizations sahuagin make no claim to these struc-
merchant guilds and trade federa- The humans and halflings share the tures-indeed, most shun them as pro-
tions lhat operate here). Instances of sparse land available 10 them. In most fane sites-suggesting that either
crime are generally restricted to cases. the two races live as one. with another aquatic culture once built these
pe11y theft, grift. and the occasional li1tle or no social distinctions between sunken towers and temples. or that vast
fraudulent sale. them. Only a very few all-human or all- areas of the continental shelf once sat
Depending on lhe season. Lagos halfling settlements exist, a testament to above sea level. Regardless of their ori-
can swell to the size of a large city lhe two races' ability to cooperate. gins. they attract many treasure-seek-
or shrink to a large town. Statistics Most· villages and towns center around ers willing to brave the Fearsome
are given for the middle of that a single merchant clan. which domi- denizens of the deep.
range. nates daily life in most ways. Larger
Lagos: (small city): Nonstandard: towns and cities bring up to a dozen Peria nth:
AL LG: 15,000 gp limit; Assets merchant clans together to share
7,500,000 gp: Population 10,000; power in a tenuous balance. ti Planetarv Forest
Mixed (human 79'}'0. halfling 9%. elf Halfling lore speaks of a time when Perianth. the last of the inner planers, 1s
5%. half-elf 3%, gnome 2%1 dwarf 1hey had to defend themselves against dominated by thick, ancient forests. The
1%, half-ore 1%). the sahuagin without the help of "big elves rule here, as they have for mil-
Authority Figures: Guildmaster folk." which suggests that rhe two races lennia, in quiet grace and dignity.
Nena Stallos, female human Exp13 haven't always lived together. However, However, behind the fa~ade of serenity
(the most influential of the guildmas- they seem happy now to have the lies a churning turmoil of political
ters). larger and more powerful humans intrigue, as various noble houses angle
Important Characters: Gileas around for defense against sahuagin for power.
Rumblefoot, male halfling Ari8 raids.
(weahhlest individual in town), N; For their part, the halflings tend to Clima te/ Ger rain
Cinster Fenn, male human Exp11 gravitare toward positions of rnonetary Vast forests cover most of Perianth.
(another guildmaster), LN: "Nails'' influence within this shared society. Crystal-blue lakes and small seas dot
Yursh, female half-ore Warn Thus. many of the merchant clans of the terrain, but make up no more than
(captain of the guard). LG: Marwyn Quelya are controlled-either directly 30~0 of the total area of the planet. The
Lightbringer, male human Clrio (high or indirectly-by halflings. forests are a mix of evergreens,
priest of Pelor). NG; Umarta Ryad. Humans seem more comfortable in including mighty sequoias. fragrant
female human Ftr8/Exp4 (weapon- 1he role of defender of the surface ter- cedars. yews. firs, and pines. and
smith). CG; Talia. female half-elf ritories. O~en content 10 leave financial deciduous trees. such as tall oaks,
Rog12 (fence). CN; Drok Malov, male or business matters to the halflings, the maples. and alders. In these old-growth
dwarf Wiz8 (seller of potions and humans prefer a more active lifestyle. regions. such trees grow to truly mas-
scrolls). N. The other civilization found on sive size and girth. creating a canopy
Quelya exists entirely beneath the that shields the forest floor below in
waves. The vast empires of the sahua- eternal twilight.
The climate of Perianth seems
trapped in perpetual autumn, as cool,
crisp mornings give way 10 bright,
comfortable days. During the day, tem-
peratures range from 50 to 70 Cne of tbe 1nore popular toles spun by explorers. corsairs. on.cl
degrees. dropping to 1he low 40s or
30s during rhe night. Only the polar treasu re-seekers a like is tbe story of the featbered Serpent of
forests know freezing weather for
7
more than a few days each year. \ crduro . D epending on \vbo you listen to, tbis creature is
Denizens eitber on 011cient dragon, o capricious de1non \vbo g rants
The forests of Perianth feature a vari-
ety of animals and beasts, from rabbits \visbes tben devours your soul. or pcrbops o slu1nbering god.
and elk to dire badgers and giant
eagles. Many predators stalk the woods Cr 1noybe so111el bing else enl irely.
as well, including wolves. bears, grif-
fons. monstrous spiders, and displacer Wbot a ll the toles hove in co111n1on is tbot t·he feathered
beasts. Green dragons lurk in hidden
caves in dark places in the forest. Serpent lives (or sleeps) in on enor1nous cr111nbli ng Liggu rat 011
Treants tend specific wooded areas like
shepherds protecting their flock. on island in tbe 1niddle of a S\vo111py lake. Most also include the
The world of Perianth is steeped in
magic and mystery. and thus is a haven existence of o 1nountoin of sil ver and gold, left over fron1 the
for fey creatures of all types. Dryads
and pixies frolic in glades, while satyrs cloys \vhen the yuan -ti e1npire ruled tbe globe.
pursue nymphs near their watery
homes. Cther efe111cnts of the legend which 1noy or 1nay not be true
Civilizalions include the presence of sho1nbling undead beings \vith .serpents'
The elves have ruled Per1anth for
untold generations. Over time, their fangs. to\veri119 9olc111s of brass, ca rnivorous vines encircling
culture became steeped in intrigue and
deception. Rather than engaging in tbe island, ond, of course. dire curses loid upon the ziggurat
physical conflicts. the elven kingdoms
spar with words and plots in the vari- itself.
ous royal courts, reception halls, and
back rooms of the world. If tbis te1nple bides sucb a horde of treasure. ""hY haven't the
No less than a dozen fiefdoms of
significant size exist, and though noth- yuan-ti cloi1ncd it for their ov,111? Maybe they bove, and Ibey
ing resembling a war has occurred on
Perianth for over a thousand years, 1nerely spreo<l tbc toles to clrO'-'' 1nore odventtJrers lo their
nonetheless these nations watch one
another with a coolness that most other doo1n. Maybe tbcy tried and fo iled, and even today plot future
races reserve for their enemies. Each
ruler keeps a network of spies-gener- a ssaults upon lbe island. Cr perhaps even the yua n-Ii fea r this
ally referred to as diplomats, ambassa-
dors, cultural attaches, or consular pla ce because of so1ne lin.h: ii hos with lbeir post.

on

er1an
as no DU8e8 Dr
~ ·'l"""""~ .
- ~- ..J·. - -~-"--

representatives-spread among his or


her neighbors at all rimes.
The Royal Cout'l of 1~1ei1ris
Resources
The elven kingdoms of Perianth draw 'the Duchy of fle11ri s, o rnedi11111-si.lc fiefdom neor '.Periantl)s
most of their trade with other worlds
from controlled harvests of lumber. equator. looks to ou ts iders like nothing rnore than o typical
Most merchants would rather trade
with the elves-despite that race's love cl e n terri tor y. Bui the quiet 9roce on the surfocc bides one of
or seemingly arbitrary raxes. tariffs,
and duties-than risk the dangers of the 111ost co111plicoted webs of deceil. intrig ue, and political
Verduran lumber.
In addition to lumber, Perianth 111ocbinotions o n oil of '.Periontb.
enjoys a brisk trade in agricultural and
herbal products. No other planet has 'tbe royal fornily of fleuri s is one of tbe 111ore decadent
such rich. nutritious soil capable of long
growing periods and bountiful harvests. 01110119 tbe elves. R..111nors hove fl oa ted for centuries about tbe
Though most elves disapprove of 1he
grow1h in agriculture because of the fornily's do])bling in do11111oble perversions, illicit narcotics, ond
linked necessity of clearcu11 ing forest
land for ns use. few seem inclined to de111onology. M ore than one courtier hos \.vbispered of fiendish
halt the process (probably for fear thar
the neighboring nations will simply take blood running in the fa1nily's veins. Z\nd tbe farnily cer tainly
up the slack, and the income to be
gained therefrom). hos rnore than ii s shore of bastard children (most of them bolf-

Ghe Spider moon: elves) scattered bet·,veen tbe worlds. But tbrou9b it oll (or per-

Reminder of a haps. in port. because of these practices), the noble bouse of

Darh Past fleuris bos sustained its power and influence.


Gone but not quite forgotten from
Perianth are the dark elves, banished to Z\re all of these toles true. or is tbe f)ouse of f leuris s i111ply
lhe Spider Moon rhat crawls across the
starlit web of the heavens. Exiled to the victim of rurnor1non9erin9 and 111olevolent gossip? Z\nd
this grim prison ages ago. the dark
elves plot their cold revenge upon \vhot of the recent story tbot t)ouse fleuris bos begun finan-
those who wronged them.
cially supporting frequent ex-plorotions of \7erduro? D o these
Clim ale/Gerr ain
The Spider Moon appears much as a nobles seek tbe lost artifacts of t·he yuan-ti, or is son1etbin9
twisted reflection of its parent.
Perianth. Where Perianth has lush. thick 111ore dire in store?
forests. the Spider Moon has only
scraggly thickets dorting the landscape. If one of tbe '.PCs in tbe con1poi911 is a half-elf. linkin9 that
The comfortable. temperate climate of
Perianth is replaced here by cold winds cborocter' s bcritoge to f)ouse fleuris provides on uncndi1l9
lashing the landscape. Rough peaks and
crags suggest that the Spider Moon is a supply of adventure books.
far younger and rougher world than
Per!anth. It also boasts extensive net-
works of caves. e11ins, and hill giants eke oul a bare Civilizalions
existence here. The drow occupy the role of dominant
Denizens When the dark elves came here, species here. though their grasp
Few creatures are native to this harsh they brought with them many creatures stretches only so far as their power and
world. Wolves and worgs prey upon elk that served them as allies. pets. or sheer will allows. Banished here thou-
and other herbivores. Carrion crawlers. beasts of burden, including araneas. sands of years ago, the drow have
owlbears. gricks. monstrous centipedes. ellercaps. displacer beasts, and of s1oked 1he cold fires of vengeance since
spider eaters. and other strange beasts course, monstrous spiders. These the day of their arrival. But trapped
roam both above and below the surface new arrivals have since spread without spelljamming 1echnology or the
of the planel. A few tribes of ogres, across the moon. knowledge to build the ships required to
____t___ ___;w_
· -~- though some larger planetoids eatu e
a ew benr and twisted trees clinging
to Ii e.

Deniz1en
Despil the harsh prospects o su viv I.
the Chain of Tears has smaill pockets o
life scattered throughouf . Vir tuaUy all
such creatures were transported here
from other worlds, wheth r intention-
ally or unwitt~ngly. Spellj, mming sailors
warn of nondescript asteroids home to
ship-devouring pu rpie wo ms.
Monstrous spide s spin webs in dark
caves. Oozes scour the rocks or sus-
tenance.
Undead haunt the Chain of Tears
with a density unseen on any other
world. Wh I her this is due Io the
echoes of intense emotion left from
the destruction of the gnome home-
world~ or whether these
are the spinits of the coun1
l less
1

sailors who have met their end


hereT it remains t ue I ha I any ship
passing through the egion had b st
bring a cleric along ro han e the
inevitab~e encounters with shadows.
wraj ths, spectres ghosts and night -
shades, not to mention the legendary
.. deadships'~ crewed by skeletons,
zombies, and worse.

Civilizalion
Long ago~ the gnomes called the pl net
1ha1 would become the Chain of Tears
home. Today. th1is region remains rhe
largest concentration o the gnomish
people, though they now v1ander the
asteroids in search of anything they
can salvage. Some gnomes have settled
down on larger asteroids. turning rhem
in to, bases of operations f om which
free them selves, the dark elves have had
1
beyond. Repul edly once a p1ane t in rts 1
they can launch ex p~ora tory missions
no outlet 'or their hatred . ~ . until today. own right the Chain now provides while also having a safe haven to which
homes to creatures of aU variet les. they can retreat.
Resource though it ~s most f an1ous or hree One of the larger asteroids is home
The Spider Moon has virtualll y no groups o inhabitants: gnomes, su ppos- to the ..city known as Disco . wh re
resources worth mentioning. It is un ·it edly the or~ginal natives o the wor1d scoundrels, spacehands, and ortune-
for agricultur e, and its minerals are ew that becan1e the Chain: pi rates, who use hunters of all st ipes rub shoulders.
and hard to refine. The only substance the chaotic swirl to hide their caches This metropolis p ,cks its inhabitants
in abundance on the Spider Moon is
1 and bases; and rhe insectlike formians into tight quarters both above and
fury-the ury of the drow, waiting whose colonizers conrinue ro spread below the surface of the astero·d.
some method of focus and harvesting. across a wide swath o the Chain. Here a visito can find virtually any-
thing he or she seeks ro m weapons
1

Ghe Chain of Gears: Clim1ale/Gerrain to ships to ood ~o magic. Black


If a belt of asteroids can be said to marketeers provide illicit goods, such
R Ruined Wo,rld have a climate, rhis one is uniformly as poison and slaves.
The asteroid belt known as the Chain of cold and stark~ Mos1 of the rocks The newest addition to the Chain o
Tears separates and protects the inner hurtling along in thi s re,gion boast l~trle
1
Tears are the insectlike formians.
worlds from the harsh environment more rhan a ew parches a lichen. Colonists from some ar-o f world or

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dimension, the formians have found the Perhaps most lethal of all is the simple
The D a1'" k City asteroid belt to their liking, as the rocks bone-numbing cold of the region, as the
provide perfect locations for hive- Tears block most of 1he heat emanating
of X'ogolha cities. In only a few decades. the formi- from the Pyre.
If the drow can be said to have a ans have leapfrogged from asteroid lo The lone planet of any size in this
capital ciry, Xogotha is probably it. asteroid, spreading their influence area is a dark, mountainous world
And if you believe the whispered across a wide swath of the belt. known to most in the system as
tales. this foul pit may be the most Wherever they have encountered Moradin's Forge (or more simply, the
depraved and hateful place on all resistance, the formians have simply Forge). Though the frigid surface is
1he planets. overwhelmed such creatures with sheer generally uninhabitable to most species,
Put simply, Xogotha is a night- numbers. Only the fact that the formi- the geothermally heated tunnels deep
mare of urban fillh and decay, ans seem largely uninterested in within the planet provide reasonable
ruled over by spiteful queen, and branching out their colonization efforts comfort. Once a place of unending
populated by the sinister and the to the other planets of the system has conflict between rhe dwarves and ores
murderous. Thousands of dark prevented rhem from becoming a native to it, the Forge now lies in the
elves and their slaves are packed threat to other civilizations. iron grip of the invading illithids.
into a great cavern. huddled in
makeshift hovels clustered ar0und Resources Climale/Gerrain
five great stone towers that hold The Chain of Tears has three forms of Moradin's Forge ls a cold, broken world.
up the ceiling far above. These resources of interest. First are the abun- Craggy mountains and cratered chasms
rowers, 1n turn. house the wealthy dant minerals found in the asteroids scar its face. Almost no liquid water
and powerful of Xogotha. who use themselves. Many miners who dared the exists on the surface, though the thick
their migh1 to squeeze loyalty (of a cold darkness have found rich rewards- polar caps have enough to fill dozens
sort) and tribute (when they can) though far more find only death. of seas. Temperatures range from the
frorn those below. The second resource of the region mid-3os during a balmy summer day
Characters might come to is the city of Discord. Anything and every- down to as low as -20 degrees in the
Xogotha (assuming they could even thing imaginable is for sale here-as the long wintry nights.
find it) in search of contraband, saying goes. "If you can't buy it on
dark rumors. or even potential Discord, you haven't looked hard enough.'' Denizens
allies against the dark elves or the The third resource of abundance Almost no native life exists on the surface
illithids. For even in a city of pure goes unnoticed by most. Where rhe of Moradin's forge. Only an occasional
evil, there are always those willing average spacegoer sees junk, the patch of lichen or other hardy vegeta-
to change sides for the right price. keen-eyed salvager seeks riches. The tion suggests this is anything more than
Xogotha (large city): Nonstandard; sheer variety of garbage strewn a dead world. Puddles of gray ooze
AL NE; 40,000 gp limit; Assets throughout the belt-everything from slither along the rocks, searching for
40.000.000 gp; Population 20,000: ancient leftovers of the destroyed scraps of organic material.
Isolated (drow g6°h, human 2~0. planet rhat once orbited here, to the Below the surface, however. is a
half-elf 1°'o, other 1 ~'o). wreckage of countless ships, to the different world. Vents belch forth vol-
Authority figures: Queen massive quantities of trash left behind canically heated steam. warming the
Wyclara, female drow Wiz13, NE: by those who live or have come runnels and caverns to life-allowing (if
High Priestess Vuthonis, female through here-represents a treasure not always life-nurturing} temperatures.
drow Clr15 (Lolth), CE. trove to those with the patience to find A wide variety of lichens and fungi
Important Characters: Xanoi it and discover its value. thrive here, creating the base of a sub-
Han, male drow Ftr8/ Rog5/ Asn4 terranean ecosystem that also includes
(captain of the guard), LE; Royal ffioradin 's Forge: darkmantles, ropers. monstrous spiders,
Consort Thyam, male drow spider eaters, stone giants. and many
Ari5/ Brd1/Rog4, NE; Hlississ. male R World IJost other strange creatures.
illithid Wiz5 (royal advisor), LE; Beyond the Chain of Tears is the outer Of course, creatures that don't rely
Guildmaster Flitch, male drow zone. where hurtling comets, deadly on the typical food chain also exist on
Exp7/Rog3/Asn1, CE. meteor showers. and stranger celestial Moradin's Forge in numbers. Delvers,
phenomena endanger unwary travelers. rust monsters. thoqquas. xoms. and


ra 1n s
• •
1ran r1
.
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. . ..--.
--
.
- . ' .
-
• - -: ~ - ·- .. - - =_ ""' .......

•...i..._ • ' - • ..

similar crearures feed on the very min-


\)eit erals or rocks themselves.
Two humanoid races are native to
~s its no111e su99e)t . tbc IO\\' ll of \"eil exists in perpetual secrecy. f e\v rhe Forge: dwarves and ores (see
below). A third sentient species, rhe
non·d\var' e · l,ove 'isited tbe place, a nd even fe,,·er hne' v " 'l>ere Ibey '''ere mind flayers, arrived only recently.
bringing their slaves, the grimlocks.
' ' hen Ibey did. l\11 this 1nystery is necessary for one siu1plc reason· Should along with them (see below).

the 111ind fla yer) ond their 111inions leorn of Veil's loco! ion. it ' "01Jld cease Ci vilizalions
For as long as the dwarves have kepi
to exist '~itbi n day). their history, they have warred with the
ores. No one conceived of a time when
f or Veil serve os lbe ner' e center , the heart. ond the soul of tbe free· rhar war migh1 end withour the complete
eradication of one side or the other.
do111 lllOVClllellt lo overthrO\V the iffilbi d fllOSlerS of )'l'\oro.din's f or9e. !')ere But no one could ever conceive of
rhe evil known as the illirhids. When the
plo ns ore la id lhol \viii be exec11ted by resisters t&ouso1'lds of 111iles O\voy- dreaded mind flayers ftrst arrived on
Moradin's Forge. the ores thoughr that
o'1en ,...,ilhout ever l<110,vi119 \vho \v(Js responsible for tf)eir actions. Spies rhey had found rhe ally rhat would help
them desrroy the dwarves once and for
fro111 \.,eil lurk in dorl< cove), on tf)c outskirts of slave co1nps. c111d even in all. Only after rhe armies of ores, forti-
fied by the addition of thousands of
urban alley\\·a ys on clislonl planets, af,va ys looking for so111eH>in9 to g ive g rimlock servants. had broken the
backs of the dwarven people did the
tl)C111 on edge 09a insl lhe foul 111ind flayers. illithids show their true colors. The
grimlocks rurned on their one-rime
Characters " ho seel< out Veil 111ust pro' e allies, and the mind flayers feasted on
ore and dwarf brains alike. So total was
tbcir good intention . often before C \ en this be1rayal that even to this day, there
are far fewer ores remaining in the
realiLing t!)ey ore doing so. Should system rhan dwarves.
Some small enclaves of dwarves or
they be forlunolc eno119b lo ocluolly ores- numbering anywhere from a
few dozen to several hundred-resist
sec the to\\11\, PCs ' "ill be ' "elco1ncd enslavemen1 at the hands of the mind
flayers and their grimlock warbands. In
info tbe nef,vorl< of freedo111 figbters. some rare cases, the ores and dwarves
even ally against their common foe. But
a nd 111oy q11ickly find tbe1u.selvcs cougbl when dwarf or ore allows himself to
ponder the stare of his world, only the
11p in o revolution ogoinsl tbe bated n1ind most blindly optimistic sees any future
rhat does not involve the illithids.
fla yers. For rheir part, the mind flayers gen-
erally keep close to the surface to
Veil (.s111oll lo,vn): Nonslondord; "'[NG: 800 gµ limit: ~ssets maintain access to their spelljammers.
Surrounded by their loyal grimlock
4 .000 9p: P opulation 1.200 (varies): Isola ted (d,vorf 96%, ha lf.ore armies and served by dwarf, ore, and
half-ore slaves, the illithids have begun
2%. ore 1%, other 1%). to turn their attention toward the other
worlds of 1he system.
l\utbority )i911rcs t o,vnn10.ster f)clin f.>ammerfist. n1ole d\\arf
Resources
~ri 2/f tr6, NG. Moradin's Forge has a vast wealrh of
mineral resources. Veins of copper.
l1nportu11/ Gwractcr s: Skoll l ronfoot, rnole d\vorf R o9S (spy111os ler). CG. iron, gold, silver, mithral, adamantine,
and various gemstones thread through
\~erdo Silvcrcyc, fe1nole d\vorf Clr5/Brd 1/ Story l<eeper3. [ ; 'l{oil. 111ole the entire planet. Of course, with the
lllithid domination of the Forge, such
f)olf.orc l\gr5/R o93 (chief of securit y), N. resources tend to be extraordinarily
difficult· to retrieve.
-
. ,..........._..

:..- .........
,;; ;.1_ •

Cr1n12TER FtVE

espite the relatively peaceful patched 1·0 follow the colony ship's Drow
interaction between most sen- trail-wherever II came Frorn, more lus- The neutral evil drow of the Spider
tient species of 1he system, a cious brains must await. Moon represent the most common and
few races threaten the safety The mind flayers found Moradin's prevalent danger in the region. With
and freedom of all who call Forge a suitable point to begin their their newfound spelljamming capability,
these worlds home. exploration and conquest of the sys- the dark elves have started appearing
tem. Its cold, dark nature suited them in all corners of the system, from
mind Flayers well, and the ongoing conflict between Ashen to Moradin's Forge.
The lawful evil mind flayers represent a the dwarves and ores made the world While many fear rhat this is part of
presence so alien. so incomprehensible ripe for exploitation. a push by the drow to conquer new
to the denizens of the system. that few When their breeding program, using worlds, what few realize is that the
can fathom their ultimate goals. Clearly. captured ores from Morad1n's Forge dark elves have undertaken a grand
they seem bent on conquest, as demon- and humans from the original colony quest. They seek to recover the arti-
strated by their well-conceived assault ship, failed to produce a tractable facts and relics of those civilizations
of Moradin's Forge. They also have a servitor race, the illithids decided to that existed in the system in pre-histor-
powerful command of scientific disci- seek out an ally. Though the formian ical rimes. From the buried pyramids of
plines. as exemplified by 1he breeding hive-mind mentality seemed at first to Ashen to the sunken citadels of Quelya.
program that gave birth to rhe half-ore present an attractive option, the from the serpent-infested remples of
race. formian queens proved far too danger- Verdura to the lost treasures hidden in
But no one knows from where the ous 10 attempt to subvert. The limited the Chain of Tears, the drow scour the
mind nayers have come, or wha1 capabilities and unpredictable natures system for these forgotten magics with
brough1 them here. Most hope rhat the of the sahuagin and yuan-ti made those the goal of reconstructing the power of
cold, dark Forge marks the extent of races poor choices as allies. the ancients.
lllithid influence in the system. Even And then the illithids made first con- The end goal of this quest is simple:
with 1heir grimlock army, rhe illithids tact with the drow of the Spider Moon. vengeance. Above all else, the drow
don't appear to have the power neces- and an unholy alliance of evil was born. hunger for vengeance against rhe elves
sary to rhrearen additional worlds. Gifting the dark elves with their lifejam- of Perianth. Their psyche has never
Unfortunately, in 1his case appear- mer technology, the mind flayers liber- recovered from the insult of their ban-
ance belies reality. The mind flayers ated the drow from their age-old ishment to rhe Spider Moon, nearly a
present on Moradin's Forge are merely prison. The illithids had but one request: millennium ago. Until recently. this
a forward scouting operation, sent here Find for us the power of the ancient manifested in petty plots of cruelty and
centuries ago from their far-distant civilizations, and we will help you crush destruction wreaked upon their ene-
secror of the galaxy. And they like what your enemies. mies. But now. with a greater purpose
rhey have found. For the illith1ds still desired to find before them. the dark elves have rallied
Many centuries ago a mind flayer out who had sent out the colony ship together like never before.
scou1ship stumbled across an enormous they discovered long ago. The humans
colony ship-packed nearly to overflow- of Quelya didn't have rhar capability, >:uan-Gi
ing with slumbering humans-drifting which meant that those responsible Once a human-like race, the depraved
through space on the outskirts of illithid either no longer lived or were hidden yuan-ti mingled their essence with the
territory. After sating their hunger with somewhere in the system. But their serpents of their jungle world. becom-
a few brains. the illithids reported their relics remained, and these might give ing horrible hybrid creatures. No one
discovery. Soon, a force of mind flay- clues to their true power. truly remembers what the civilization of
ers and grimlock warriors were dis- the yuan-ti resembled at its height, but

• •
rhe rurhlessness of the chaotic evil ser- your area, the first option is all but Thankfully for most worlds. the
penrfolk is known far and wide. 1mposs1ble. formians seem to have limited their col-
Though few yuan-ti would admit it. The formians have but one goal: ro onization ro the asteroids of the Chain
deep down most yearn for a rerurn to spread colonies until every Inch of ter- of Tears. Since most asteroids are
rhe days when theirs was the pre-emi- ritory belongs to them. They have no uninhabited by sentient races, interac-
nenr power in the region. Quietly malice toward those in their way, but tions between the formians and other
remembered stories tell of a time when neither do they have any compunc1ions races are limited. But when those inter-
none rivaled the yuan-ri's might, and abou1 conscripting or wiping our those actions occur, most people agree with
rheir magic reigned supreme. who interfere wirh rheir colonization the philosophy of the gnomes-the race
Bur rhen somerhing occurred, some efforts. They are implacable, irresistible, with the most formian contact-that the
horrible evenr or series of events rhar and unstoppable. best plan is simply to pack up and get
no one can (or wants to) remember. out of the way. After all. as long as
Whatever rhis cataclysmic occurrence you're alive. you can always find a
was, ii toppled the yuan-li's place of new place to live.
dominance, shattering their civilization
and crushing rheir dreams of power. Sahuagin
Sages argue whether this event pre- or The predatory sahuagln live in
post-dared the yuan-ti's tainted blood- strongly organized communities, each
line. whether one caused the other, or ruled by a powerful male. An
even if the two are associated a1 all. ancient code of ritualized behavior
One 1hing is for certain: the yuan-ti controls everyday sahuagin life. Its
have never regained anything like their chief tenet: total eradication of all that
lofty position of long ago. is not sahuagin.
Today. the yuan-ti constantly As the oldest existing humanoid
scheme and plot. though 1heir chaotic species on Quelya. the sahuagin
narure prevents these plans from ~= l believe 1ha1 the watery planet
reaching far beyond rhe next jungle (called Sahu in their culture) right-
valley. Each abomination believes fully belongs 10 1hem. In fact,
Itself ro be the rightful ruler of the sahuagin lore rnakes the bold claim
serpenrfolk, and 1his internecine thar the sea devils are the oldest
strife keeps the yuan-ti fr om humanoid species 1n the system,
becoming a rhreat to the sys- though few give this much credence-
rem. after all. how could the planer-bound
But grear artifacts of sahuagin know anything about the
power remain hidden in the natives of other worlds? Sahuagin
jungle ruins, and who thus view the halflings and humans
knows if rhe nexr great as invaders, despite the fact that
discovery might be neither species rruly infringes on
enough to pull rhe territories capable of supporting
yuan-ti up from their sahuagin life. Sahuagin rangers
eternal struggle and usually choose humanoids
direcr their attention out- (humans or halflings) as their first
ward. back into favored enemy.
the srars. To this end, rhe sahuagin take any
opportunity ro harry. sabotage. or
Formians destroy the human/ halfling civilization
The mosr recent addition to the that thrives on the long island chains of
system, rhe formians present a Quelya. This most often takes the form
wholly new threat to those they of night-time raids on the surface,
encounter. They exhibit none of though atracks on merchant vessels
the cruelly or bloodthirstiness plying the ocean are common.
common to other dangerous species The sahuagin make no claim to the
(such as the dark elves or the yuan- various ancient underwater ruins dot-
Ii). Instead, their single-minded ting Quelya. In fact, sahuagin clerics
approach and total lack of emotion preach that these ruins are polluted,
renders bargaining or diplomatic sacrilegious sires that must be
approaches meaningless. shunned by sahuagin and surface-
When you encounter a formian dweller alike.
war party, you have two choices:
fighr or flee. And if a colo-
nization party arrives in

Polghenron 65

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