3569 lines
184 KiB
Plaintext
3569 lines
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: Earth's Dreamlands : Info on: RPG's, :(313)558-5024 : area code :
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:RPGNet World HQ & Archive: Drugs, Industrial :(313)558-5517 : changes to :
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: 1000's of text files : music, Fiction, :InterNet : (810) after :
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: No Elite / No porn : HomeBrew Beer. :rpgnet@aol.com: Dec 1,1993 :
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:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
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=======================> GET SPELLJAMMER-1.NETBOOK
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~ ============================================================>>> ~~
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~~ SSSSS PPPPP EEEEE LLL LLL JJJJJ AAA MM MM MM MM EEEEE RRRRR ~~
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~~ SS PP PP EE LLL LLL JJJ A A MMMMM MMMMM EE RR R ~~
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~~ SSSSS PPPPP EEEEE LLL L LLL L JJJ AAAAA M M M M M M EEEEE RRRR ~~
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~~ SS PP EE LLLLL LLLLL JJJ A A M M M M M M EE RR R ~~
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~~ SS PP EEEEE * JJJ M M M EE RR R ~~
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~~ SS PP * JJ JJJ * EEEEE RR R ~~
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~~ SS * ............ JJJJJ <==\.... * * RR R ~~
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~~ SS .... # # /\ .... * R ~~
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~~ * .... _____#########^_/|| .... ~~
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~~~~~~~~~~~~~~~~~~~~ <_o_###_ ___ / ~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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~~~ /_____/ ~~~~
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~~~~~~~~~~~~~~~~~~~
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The Rhyme of the Ancient Spelljammer
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(Edition 1.1)
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An accessory for the Advanced Dungeons and Dragons (2nd Ed)
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Spelljammer Game.
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Edited and Compiled by
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Richard J. Pugh, MLS (well, almost)
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"If thou follow but thy star, thou canst not miss at last a glorious
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haven."
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-- Dante, "Inferno," canto XV, l. 55
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COPYRIGHT STATEMENT
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Portions of this work are subject to copyright law, and in such cases
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owned by the individuals who contributed them. Material ownership is
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designated as follows:
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Ville Lavonius: The three worlds contained in the "Travel Log"
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sections.
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Eric F. Schetley: The Bracers of Wildspace; the Dispel Magic
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Grenade.
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Chris Bickford: The Mage Spider ship, description and
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representation.
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Richard J. Pugh: The Rhyme of the Ancient Spelljammer narrative,
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and the materials that appears in the "Legends and Lore" section.
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The following sections can be assumed to have "Copyright Pending,"
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indicating that the author has not secured full copyright at this
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writing, but may chose to do so in the future.
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Reid Bluebaugh: The PanGalactic GargleBuster description.
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John Dunn: The Goodship Orion, description and narrative.
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Richard J. Pugh: All personalities, all group descriptions save
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the aforementioned "Goodship Orion," and all monsters save the
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tabaxi (see below).
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The following sections are already under copyright, and no claim to
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their intellectual content is being made by the editor or any of the
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contributors.
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"Advanced Dungeons and Dragons," and the Spelljammer logo, are
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trademarks owned by TSR hobbies, and are used here without
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permission under the assumption of Fair Use.
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Lawrence Schick: The Tabaxi. This creature originally appeared
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in the original Fiend Folio (Lake Geneva: TSR, 1981; page 86),
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and appears here without the consent of either Mr. Schick or TSR
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hobbies, who still hold full financial privilege for any
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commercial use of the tabaxi. It is presented here in a
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different setting, but the basic content has remained the same.
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UNDER NO CIRCUMSTANCES ARE COPIES OF THIS WORK TO BE SOLD TO OTHER
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INDIVIDUALS OR GROUPS FOR FINANCIAL GAIN.
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Mr. Pugh retains the role of editor for any subsequent edition of this
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work. He does not reserve the right to withhold copyright privileges
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to the other contributors for their contributions to this work.
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TABLE OF CONTENTS
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Introduction
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New Items
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New Ships
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Spacefleets and Notable Groups
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Noteworthy Ships
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Travel Log
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New Monsters
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Personalities
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Legends and Lore
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The Rhyme of the Ancient Spelljammer
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Errata and Comments
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Acknowledgements
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INTRODUCTION
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Hi, my name is Richard Pugh, and I am the compiler of this fine
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guide you have before you. The work took approximately four months to
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assemble, and consists of contributions from several individuals.
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Some of the features I had planned for the work had to be eliminated
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(things like the Grinder Raiders and the Octopus Club) because of
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time, and because of TSR's release of Realmspace (tm), Greyspace (tm),
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and Krynnspace (tm). In short, they took away some of my fire.
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Anyway, I am more-or-less satisfied with the work as it stands,
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and any comments would be greatly appreciated. I would appreciate it
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if everyone who has a copy of this guide refrain from placing it into
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an FTP sight or file server. This work is considered and anthology,
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so several people are responsible for its contents. To put this thing
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into a file server or FTP sight would require the permission of each
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one of us, and the logistics of that may be a problem.
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You may edit this work as you see fit, but please leave the
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copyright statement and the acknowledgements in place, so credit will
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appear where it is due. Despite the slapdash appearance, this
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represents a lot of work.
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I would also appreciate it if you refrain from tossing this guide
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around like an over-used Tradesman. I want people to use it, to be
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certain, but only those people who will get some good use from it.
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All I ask is that you use your better judgement when sending this
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around.
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This work was created using Word Perfect 5.1, and if you set the
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left and right margins at one inch and one-half an inch respectively,
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everything should line up nicely. You might have trouble with the
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logo on page one, but with some tinkering even it will come together.
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There, I am now finished with boring business.
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Read on and enjoy!
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Richard J. Pugh
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The Minstrel of Albany,
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Bard of Wildspace,
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Subjugator of the Improbable,
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Keeper of Strange Lore,
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General Nuisance.
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rp0358@albnyvms.bitnet / rp0358@uacs1.alb.edu
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Coming Soon: "The Sphere of Solaris," a sphere guide by Richard Pugh
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NEW ITEMS
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All of the items presented here can be used to enhance the flavor
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of a SJ campaign, and can introduce lots of role-playing
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possibilities. Most of the items presented here are magical, with the
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exception of the first one, which is a "normal" item with abnormal
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effects.
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Spelljamming PanGalactic GargleBlaster (Liquor)
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Made By: they won't tell!
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Quality: Exceptional
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Description: This exotic drink can only be found at Sun-nova Beach, an
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extremely exclusive speakeasy on Cygnus-5. Also available at the time
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of purchase is literature informing the customer of financing options,
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and a list of organizations that can help the customer rehabilitate
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afterwards.
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The recipe for the GargleBlaster has been passed down for years
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at the 'Beach from one bartender to the next. The legend goes
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something like:
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First pour in the juice of a bottle of the Ol' Manx Spirit, then
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add a measure of water from the Seas of Santraal V (Oh, that Santraal
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seawater! Oh, those Santraal fish!). Allow 3 cubes of Mantovin
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Mega-Gin to melt into the mixture (make sure it's properly iced, or
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the benzine will be lost!). Allow 2 1/2 liters of swamp gas to filter
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through, and, over the back of a spoon, float a measure of Algorian
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Mega-Mint, reminiscent of the Algor Regions... sweet, subtle and
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mystic. Finally, add the tooth of a Rakasta, watching it dissolve,
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spreading the red flames of the Second Sun deep into the heart of the
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concoction. Add an olive. Drink... but...veeerrrryyy carefully.....
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Game Effects: The effects of a Spelljamming PanGalactic GargleBlaster
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have been likened to having your brains bashed out by a slice of lemon
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wrapped around a platinum brick. Upon completion of the drink, the
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character will have attained a state of Great Intoxication. A save vs.
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Constitution will allow him/her to be escorted (dragged) to a sleeping
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spot. ANY other action will result in violent illness (1 or 2 on 1d4)
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or unconsciousness (3 or 4). If any additional alcohol is consumed
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before the character rests, he/she must save vs. Poison or become
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comatose. See guidelines for recovery. Stimulants will have no effect
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on the recovery time from a GargleBlaster, but a limited wish will cut
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the time to half. Upon recovery, the character manifests the
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"Three-Spelljamming-PanGalactic-GargleBlaster Smile", which is almost
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exemplary of being unsteady.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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New Magic Items
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DISPEL MAGIC GRENADE
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Appearance: This appears to be a small, 2-inch diameter globe of
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crystal with a milky-white substance inside.
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Abilities: This weapon may be used by any class. When thrown
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(using the thrower's THAC0), the globe breaks upon
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impact. The area of effect is a Ten (10) foot radius.
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All magic users and/or magical items must make a saving
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throw. (Mages/Clerics: Save vs. spells. Magical
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items: save vs. Magical Fire. Magical bonuses are in
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effect {+1, +2, etc}. Saving throw charts are found in
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DMG.) If the save fails, one of the following effects
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occurs:
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1. Magic-using characters, NPC's, and creatures
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with spell-like abilities lose all magical
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abilities for 1 day (144 Turns). Mages need to
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study their spells to regain them. Priests must
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pray for more spells. Others regain them at their
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normal rate.
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2. All magical items that fail their save lose
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their dweomers, and become normal weapons or
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trinkets. Items of exceptional quality
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(Artifacts, +3 or better magical items, weapons
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with more than 50 charges, etc.) merely act as if
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under the clerical spell DISPEL MAGIC. (Cast at
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12th level of ability.)
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Limitations: The sphere that holds the magical energy is extremely
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fragile. Should any monster or PC carrying a sphere be
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forced to make a save versus Crushing Blow for whatever
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reason, the sphere will fail and shatter. Also, if the
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to-hit is failed, grenade effect rules should be used as
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detailed in the Dungeon Master's Guide.
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History: Nothing is known about this new and extremely
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dangerous weapon. Where it came from and who created
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it is a mystery. The first reported sighting of the
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grenade was on the world Oerth by a group of adventures
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exploring a lost castle. The group met and defeated a
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strange, 7-foot tall alien which destroyed itself upon
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death.
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Several of the globes survived it's death, and
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were taken by the Spelljamming Necromancer Devonshire
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Tawrn to his homeworld of Omni for study. He surmised
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that the creature who used the grenade was not from
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Greyspace. The monster was extremely dangerous and,
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Devonshire decided, was one whose world he did not want
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to explore.
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XP Value: None. Method of creation unknown to PC's (The DM may,
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at his discretion, assign a value to the using of the
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grenade, but the PC's cannot determine how to create
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them.
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GP Value: Unknown at this time. There are but a handful of these
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globes known to exist, so they could very easily demand
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a king's ransom.
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EVERMAP
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Appearance: An Evermap appears as a sphere about the size of a beach
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ball, with a smokey, transparent appearance. A tiny white
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light is in the center of the sphere, and it represents
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the ship carrying it.
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Abilities: This Arcane built device only works in the phlogisin, and
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is designed to locate crystal spheres within a given
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radius. In this case, the radius is given in terms of
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'standard spelljamming days' of travel. The navigator
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gives a command to the Evermap, such as 'show me all
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crystal spheres within three days travel,' and the map
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responds by creating an appropriate, three-dimensional map
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in the sphere. Any spheres within the desired range
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appear as miniature replicas of the actual spheres, about
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the size of a pea. If a sphere has a distinct appearance
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known to the navigator, he or she will recognize it. With
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the use of this map, the navigator can then compute or
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confirm courses, and inform the captain and helmsman
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accordingly.
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Limitations: The device only works in the Phlogisin. In Wildspace or
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on a planet, it becomes dormant, and will not function
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again until the ship enters the phlogisin. It will not
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interfere with a Planetary Locator.
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History: The Evermap is similar, in many ways, to a Planetary
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Locator, and the Arcane developed the Evermap to
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complement the more complex Locator. The Elven Navy
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started using evermaps after the first inhuman war, and
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have used them frequently ever since.
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XP Value: 3000 points
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GP Value: Starting at 30000 standard gold.
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NETWORK HELM
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Appearance: The nodes of a network helm can appear as any other helm,
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and are available in a variety of styles.
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Abilities: The Network Helm is an arcane design that combines some of
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the characteristics of a major helm and a series helm.
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The network helm is designed for large ships, especially
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those that get into frequent battles. There is always one
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central helm, or node, in a network helm, and as many as
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four lesser nodes (for a total of five). This central
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node is the focal point of the network and it must be
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occupied for the network to start up. The spallcaster
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sitting at the central node can control the ship as if he
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or she were using a major helm. If he or she is the only
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being in the network, then the ship can be considered as
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using a major helm. For every other spellcaster in the
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net, however, the SR increases by one. A fully manned
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network helm (five spellcasters) can create very high
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speeds, which are helpful in combat. The other benefit of
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the network helm is that the secondary spellcasters in the
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network act as automatic backups for the main helm. If
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for some reason the main helmsman is forced to leave the
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helm (injury, spelljammer shock, whatever), the network
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will automatically transfer power to the next highest
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spellcaster in the network. The SR of the ship is then
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re-computed, and continues. The highest level helmsman's
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spelljamming power is computed as if he or she were using
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a major helm, and then a single SR is added for each other
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person in the net. These helms are very expensive, but
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come in handy on large ships.
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Limitations: Every spellcaster on a network helm looses their
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spellcasting abilities for the day, as with a minor or
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major helm. Network helms are not recommended for small
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ships, because the high cost in both capital and
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spellcasting power is more than most small ships can
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handle.
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History: The helm was developed to enhance the SR of larger ships
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during the Second Inhuman war. The technology was
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perfected a little too late to make a difference, but it
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is now available for those who have the means. The
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Muldravian Empire sometimes uses them on Marlins, and the
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Elves have started installing them on Armadas.
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XP Value: None.
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GP Value: A network helm can be purchased for 300000 standard gold
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for the central node, and 50000 for each secondary node.
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TACTICAL HELM
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Appearance: A tactical helm looks like a stripped-down minor helm.
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Abilities: These small helms are able to make a ship travel at
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tactical spelljamming speeds, as if it were using a minor
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helm. Merchants who want to send cargo to opposite sides
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of a planet may find one of these a wise investment.
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Limitations: A tactical helm, as the name suggests, is not capable of
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spelljamming speeds. For those who plan interplanetary
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voyages, the tactical helm is a poor choice. For inter-
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stellar voyages it is unthinkable.
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History: The tactical helm, or devices similar to it, have been
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used by planetary travellers for centuries. They have
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also been used to travel between asteroids in places like
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the Grinder and the Tears of Selune.
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XP Value: None.
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GP Value: 100000 standard gold (variable)
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----------------------------------------------------------------
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BRACERS OF WILDSPACE
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-This is an artifact, hence it being placed separately-
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The following description comes from Lord Monitor, Imperium Arm
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Magica, Of the Council of Nine of the world Tarrn, of Tarrnspace.
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(As told to Eric F. Schetley, Copyright 1992)
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The Bracers of Wildspace are an artifact believed to be created
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in the Omnispace crystal sphere, but reports have them appearing in
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many spheres over the centuries. The bracers, according to the rumors
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and heresay, were originally something completely different, when they
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were fashioned on the planet Omni in it's first Age of Magic (which,
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sages believe, is some 3,000-plus standard years past). Some of their
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original abilities still exist, but most of the power has changed with
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the passing of time.
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The bracers have changed in appearance, also. Originally they
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were fashioned from bronze with intricate runes carved into them. For
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reasons still unknown, the metal has changed into something which
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resembles the same material which compromises a crystal sphere. The
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bracers are now completely black, and the runes which first adorned
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them are now points of light. These points of light are actually the
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constellations of the sphere in which the bracers are in at the time.
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For example, if the bracers were found in Krynnspace, the white
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"lights" on the bracers would appear in the patterns of Krynnish
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constellations. Should the bracers found in the Phlogiston, the
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bracers will appear completely black.
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The bracers are very powerful artifacts, yet only warriors may
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wear them. The reason for this is yet unknown. Anyone else
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attempting to wear the bracers will be unable to lock the bracers into
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place. The bracers, when worn, appear seamless, but if not found on
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someone, are actually hinged! The two halves lock into place around
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the arm, magically growing or shrinking to fit the needs of the
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wearer. Any hinge or lock disappear once they are on someone. No
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harm befalls anyone not of the warrior class when attempting to put on
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the bracers: they merely fail to lock into place.
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The Bracers of Wildspace have many powers. It is rumored that
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not all of the powers have been discovered. To date, these are all
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the known abilities of the bracers.
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|
(The Bracers of power, it should be noted first, grow in power as
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the warrior grows in "level." Role-playing abilities will be listed
|
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first, while actual game statistics will be listed in parenthesis
|
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afterward.)
|
|
Depending on where the warrior is, whether it be in wildspace,
|
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planetside, or in the phlogiston, the bracers have different
|
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functions. Their planetside abilities will be discussed first.
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(Unless otherwise noted, the `planetside' abilities can be used in
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wildspace or the phlogiston also.)
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PLANETSIDE
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~~~~~~~~~~
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The bracers, when placed on the warrior, first impart greater
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strength. The warrior, at first, is not accustomed to his new
|
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strength, but soon grows used to it.
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(The following chart is to be used to determine the new Strength:
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Current STR Level New STR Level
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3-16 Add one level
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17 18(roll for exceptional STR)
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18(18/01-18/00) 19
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19 and up add one level
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The PC suffers a -1 to hit penalty until he becomes used to
|
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his new strength {1d4+3 days}. After the PC gains advances to his
|
|
next level, make the PC roll a save vs. Polymorph. Failure means that
|
|
the PC has gained extra bulk and must subtract 1 from his Dexterity.
|
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Making the new throw means no penalty.)
|
|
The bracers also reflect the character's alignment, by way of
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emitting CONTINUAL LIGHT at will. The glow from the bracers will be a
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pure white for good characters, a dull beige for Neutral characters,
|
|
and darkness will come from the bracers for evil characters.
|
|
(Please note: If a mage has cast a spell on the character to mask
|
|
his alignment, this will not affect the glow of the bracers. They
|
|
reflect the "inner light" of the PC, and will not be affected by any
|
|
change.)
|
|
The bracers act as magical armor for the warrior. The bracers
|
|
provide a magical defense constantly for the warrior. The bracers
|
|
will not provide these benefits, however, if the warrior wears other
|
|
forms of protection.
|
|
(The bracers lower the AC of the warrior 1 point for every two
|
|
levels of experience. For example, a 1st level warrior has an armor
|
|
class of 9, while a 20th level warrior has an AC of 0. This benefit
|
|
is not activated if other armor is worn, either magical or normal. A
|
|
shield will not affect this. The bracers also confers a 5% Magical
|
|
Resistance for every two levels to the PC. This cannot be turned on
|
|
or off at will: it works on spells whether they help or harm the PC.)
|
|
Also, once per week, the bracers can locate Dimensional rifts.
|
|
Upon Mental command, the bracers begin to glow, then the warrior
|
|
begins to levitate (as per the spell: 1d10 feet. Watch for low
|
|
ceilings) and spin very quickly. After a few seconds, the glow
|
|
intensifies and "flies" from the warrior in the direction of the rift.
|
|
|
|
The warrior knows the direction and the distance of the rift, but not
|
|
where it leads.
|
|
(This ability will not work in Wildspace or the Phlogiston. Role
|
|
play this carefully: if the PC is indoors when he tries this, warn him
|
|
that he may bump his head on the ceiling. Also, the "bolt" is the
|
|
color of the PC's alignment, as detailed in the Continual Light
|
|
paragraph. The destination and location of the "rift" is up to the
|
|
DM. Should the PC use this ability in the planes, then the PC may {at
|
|
the DM's discretion} choose their destination, with at chance of
|
|
5%/per level chance of success.)
|
|
|
|
WILDSPACE
|
|
~~~~~~~~~
|
|
In wildspace, the Bracers become their most powerful. Depending
|
|
upon the circumstances, they will help in combat or help escape,
|
|
whichever your needs might be.
|
|
The Locate Dimensional Rifts ability does not function is
|
|
Wildspace. Rather, the Bracers can locate portals in a crystal sphere
|
|
within a 1,000 mile per level coverage of the sphere. Should a portal
|
|
be located, the warrior knows where it is and while passing through
|
|
it, the bracers will not allow the portal to close.
|
|
(Pretty self explanatory, dont'cha think?)
|
|
Should no portal be located, the bracers, once per week, can
|
|
Create a Portal in a Crystal Sphere! The portal will be large enough
|
|
for the Warrior's ship to pass through, then close as soon as the ship
|
|
is through.
|
|
(This takes one full turn of concentration on the PC's part to
|
|
open such a portal. Should the PC's ship be part of a fleet, the
|
|
portal will not remain open long enough to let the entire fleet pass
|
|
through. The portal will close as soon as the ships begins to pass.
|
|
Consider this a Ship Halved roll according to the Spelljammer Boxed
|
|
Set.)
|
|
Should combat be required, the Bracers draw upon the inner
|
|
essence of the warrior and provide a powerful offensive weapon. The
|
|
warrior, up to three times per day, can project a powerful Cone of
|
|
Force from the bracers. The cone is powerful enough to cause serious
|
|
damage to either a ship or to it's crew. The cone of force is
|
|
extremely powerful: if not careful, the warrior might be knocked off
|
|
his own ship!
|
|
(CONE OF FORCE: In order to use this ability, the PC MUST be
|
|
braced up against something that will stand the shock of something 2
|
|
times his weight {A saving throw may be made by the DM if he/she
|
|
wishes}. The cone, when projected, goes in one direction while
|
|
forcing the PC the opposite direction. Even if a character is bracing
|
|
himself, and isn't against something, the PC will be forced back, more
|
|
than likely off the ship.
|
|
The cone of force is projected in a straight line. The distance
|
|
the cone can travel is determined by the PC's Level and the chart
|
|
below:
|
|
|
|
Character's Level Distance of cone (IN HEXES)
|
|
1-6 Same hex.
|
|
7-10 1 Additional Hex
|
|
11-16 2 Additional Hexes
|
|
17-20 3 Additional Hexes
|
|
21+ 1 hex/ 7 levels
|
|
|
|
The cone can be used two different ways, and the PC must announce
|
|
which method he intends to use before attacking. If the PC is unaware
|
|
of the different attacks the Cone can make, then Attack mode 1 is used
|
|
by default.
|
|
ATTACK MODE 1: Ship damage. The PC must make a THAC0 roll, with
|
|
a -4 Called Shot Penalty. If successful, the PC inflicts 1 Hull point
|
|
of damage per level. If the ship is destroyed by the attack (I.E.,
|
|
the total number of points damage taken by the ship is more than the
|
|
ship's current Hull point total), the ship is permitted a saving throw
|
|
(whatever material it is mostly compromised of) versus Disintegration.
|
|
If it fails, the ship is destroyed and the Air envelop begins to
|
|
dissipate. If the ship makes the save, the crew of the other ship can
|
|
"hold the craft together" long enough to hope for a crash landing
|
|
somewhere.
|
|
ATTACK MODE 2: Ship crew attack. This is more difficult. The PC
|
|
must make a THAC0 roll with a double called shot penalty (-8). This
|
|
is because the PC is trying to hit a ship someone on a ship a good
|
|
distance away from him. I don't care how good the PC is, this ain't
|
|
easy. Should the attack be successful, EVERY CREW MEMBER ON AN
|
|
EXPOSED DECK IS KNOCKED OFF THE SHIP. THERE IS NO SAVING THROW.
|
|
If the DM thinks that this is too powerful to use in his
|
|
campaign, then the second mode is optional.)
|
|
PLEASE NOTE: The Cone of Force will NOT work in the Phlogiston.
|
|
It only works in Wildspace.
|
|
One other power the Bracers offer, whether it be in wildspace or
|
|
the Phlogiston, is a constantly regenerating air envelope. Should the
|
|
warrior be forced off his ship, his air envelope will never foul: The
|
|
bracers will keep the air pure.
|
|
(Of course, the PC will still be effected by Hunger, cold and
|
|
whatever else the PC needs. Hey, he may starve before another ship
|
|
finds him, but at least the air will be clean! This ability will only
|
|
work on one person: it will not refresh the entire ship's envelope.
|
|
Should the air on a ship go deadly, the bracers will keep the PC's
|
|
personal air envelope fresh.)
|
|
|
|
PHLOGISTON
|
|
~~~~~~~~~~
|
|
One would think that the Bracers would be less effective in the
|
|
Phlogiston. While most of it's abilities will not function, it does
|
|
offer some protection.
|
|
The bracers's ability of continual light will work in the
|
|
Phlogiston, as will the armor, the replenishing air envelope and the
|
|
ability to locate portals (The Bracers will not open a portal outside
|
|
a Crystal Sphere.) None of the other powers will work.
|
|
The Bracers do offer one special power in the Phlogiston that it
|
|
can't offer anywhere else: Protection from Fire. Should (the greater
|
|
powers forbid) the warrior come near a fire while in the extremely
|
|
flammable phlogiston, an aura (the same color as the continual light)
|
|
will appear around the warrior and fire will not harm him.
|
|
(This is involuntary. The PC has no control over this power.
|
|
This power will not work outside the Phlogiston. Anyone near or
|
|
touching the PC will not be protected by this ability.)
|
|
|
|
SOME THINGS YOU SHOULD KNOW ABOUT THE BRACERS OF WILDSPACE:
|
|
~~~~ ~~~~~~ ~~~ ~~~~~~ ~~~~ ~~~~~ ~~~ ~~~~~~~ ~~ ~~~~~~~~~~
|
|
As with any artifact of power, there are some things, as the DM,
|
|
you should know about. The first, and most important, is that once
|
|
the bracers are placed on a PC's arms, they can never be removed.
|
|
Thieves can find no locks to pick, not any hinges to loosen. The
|
|
metal is considered Unbreakable (even a saving throw of a 1 will not
|
|
harm the metal!) and with an AC considered near -20. Once a PC
|
|
acquires these, they're stuck with them.
|
|
There are only two ways to remove the bracers: Cutting off the
|
|
persons arms or killing the person. It is possible to remove the
|
|
bracers, but it is strongly advised against. Only once, in all of
|
|
existence, has anyone tried to use the WISH spell on the Bracers. The
|
|
mage, whose name has been long forgotten, was utterly destroyed in the
|
|
process, and the world under which they stood was blown apart. The
|
|
man who wore the Bracers survived, but soon died of starvation.
|
|
The Bracers, also, are a prized artifact, and most Wildspace
|
|
races seek them. It is believed that they were once the possession of
|
|
Illithids, the Neogi, and the Reigar. The Arcane and the Dolwar would
|
|
love to purchase them, but would never go to the bother of actually
|
|
killing someone for them. They have, as far as these bracers go,
|
|
patience. They know that someday the current owner will die and then
|
|
they will try for them again. The Giff have no interest in the
|
|
Bracers, for reasons no Giff will ever relate.
|
|
The Bracers are never apart; In fact, they will not work unless
|
|
one being wears both of them. They are magically connected, and will
|
|
never be found more than 3 feet apart of each other. Should two
|
|
warriors try to wear one each, the bracers will not lock and therefore
|
|
not function.
|
|
Clerics, Thieves, Mages, and Psionicists cannot use the Bracers.
|
|
It is rumored that because they concentrate on one "art" rather that
|
|
the warrior, who is more likely to try nearly anything once, they
|
|
cannot work. The bracers work on all races, with one notable
|
|
exception: Gnomes. Myths tell us that the creator of the Bracers
|
|
hated Gnomes. They even work perfectly on Dwarves, which has been
|
|
known to shock even the most seasoned adventurer. Imagine a Dwarf,
|
|
tossing off Continual Light Spells and opening portals in Crystal
|
|
Spheres!
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
NEW SHIPS
|
|
|
|
This section contains some new ships that can be used to enhance
|
|
a Spelljammer campaign, or simply to add color to a space dock.
|
|
|
|
|
|
NAME: Faernorbb (Trans: "Mage Spider")
|
|
Built by: Drow Elves
|
|
Used Primarily by: Drow Elves
|
|
Cost: Not available on open market
|
|
Tonnage: 60 Spacial Tons
|
|
Hull Points: 60
|
|
Crew: 10/60
|
|
Maneuverability Class: C
|
|
Landing: Land Only
|
|
Armor Rating: 0
|
|
Saves As: Hard Metal (+2)
|
|
Power Type: Major Helm (90%)
|
|
Lifejammer (10%)
|
|
Ship's Rating: As Helmsman
|
|
Standard Armament:
|
|
4 medium ballistae, crew : 2
|
|
1 light catapult, crew : 1
|
|
Cargo : nil
|
|
Keel length : 80'
|
|
Beam length : 60'
|
|
|
|
Description: The ship looks like a squat circular spider (a map
|
|
follows), made from the black adamantium that drow are famous for.
|
|
There are magic spells that automate almost every aspect of the ship
|
|
(meals cook themselves, beds are made). The galley automatically
|
|
produces food and wine, filling empty containers, etc. The ship itself
|
|
is covered with grotesque carvings which are highlighted by permanent
|
|
faerie fires, etc. Additionally, the ship has been treated such that
|
|
exposure to the sun
|
|
does not adversly effect it.
|
|
The crystal sphere the ship is originally from is one that has been
|
|
taken over by the drow. It has one major planet, where the drow have taken
|
|
over. They were able to do this by the uniting force of an Emperor, a devotee
|
|
of the drow god of thieves. The society is more lawful and less matriarchal
|
|
than normal drow society. On the main planet, there are scattered houses that
|
|
still worship Lolth, but discreetly, and also pockets of various humans and
|
|
demi-humans. The drow have took over 100 years ago, and through the use of
|
|
mighty magics, closed the gate to the fire elemental plane that fueled the
|
|
sun. Hence the entire sphere is only dimly lit (source unknown) and is next to
|
|
impossible to get around in without infravision. The drow use this ship mostly
|
|
to track down rebels (worshippers of Elistraee) who have hidden themselves in
|
|
among the dust clouds and asteroids of the sphere. The other major drow
|
|
mission is the extermination of all demi-humans. The humans are allowed to
|
|
live in poverty, and a few of them are kept in menageries in the major cities
|
|
where, due to the short human generation, they have devolved quite a bit.
|
|
Humanoids, on the other hand, are plentiful on the surface where the low status
|
|
drow are building cities. At this point there is no warfare, since the drow
|
|
have a whole surface to expand onto. Within 400 years, population pressure
|
|
will probably fragment the empire, and pluge the sphere into civil war.
|
|
The Mage Spider is frequently used as a battle cruiser or spy
|
|
ship. The size of the ship, and the ability to land on planets,
|
|
allows for a variety of uses. They are sometimes used as escort
|
|
vessels for a Jade Spider, when circumstances permit. Exactly how a
|
|
Mage Spider is used depends on the will of the Drow Flotilla commander
|
|
in question.
|
|
Crew consists of a priestess and 2-5 underpriestesses, a mage and
|
|
1-6 apprentices and crew men and women to fill the remaining spots.
|
|
The priestess is always of higher level than the mage, and wields
|
|
supreme authority. Typically, the mage is of at least 11th level.
|
|
Rarely, suicide ships are found with an all male crew, but these are
|
|
sent only on desperate missions.
|
|
The drow also have a creation that is used on these ships for long
|
|
voyages. It is a golem, made of Drow body parts. These golems tend to be only
|
|
5'6" in height, but otherwise have the same statistics as a flesh golem. The
|
|
only other advantage is that the golem can pilot a ship, following directions
|
|
(go toward, go <direction>), or going to any place the golem has been using
|
|
some kind of inertial tracking or perfect recall. The golem can fly a ship
|
|
with a SR of 1.
|
|
The drow mages invented them to use for long trips, since they are the
|
|
only ones who ever fly the ships. The priestesses consider it beneath their
|
|
dignity to actually sit in a spelljamming helm, and they also dislike losing
|
|
their spells.
|
|
|
|
Map of faernorbb -
|
|
Entry to the ship is by a ladder that extends from the mouth of the
|
|
spider at the will of the spelljamming mage.
|
|
|
|
entry
|
|
_v_
|
|
/ \ Key -
|
|
|L L|
|
|
\_D_/ D = door
|
|
_/ | | \_ L = ladder (up)
|
|
_/ X| |X \_ l = ladder (down)
|
|
_/ | | \_ X = trapdoor
|
|
Ballista -> / 1 D D 2 \
|
|
points here -> | | | |
|
|
|________| |________|
|
|
| X| |X |
|
|
| | | |
|
|
| 3 D D 4 |
|
|
\_ | | _/
|
|
\_ | | _/
|
|
\___|L|___/
|
|
\_/
|
|
|
|
Rooms 1, 2, 3 and 4 all contain a ballista, and 20 bolts for the
|
|
ballista are in a closed box on the left side of the ballista. The
|
|
ballista can pivot about 10 degrees in any direction, and points
|
|
toward a 'dark window', set in the section where the wall begins to
|
|
curve in all 4 rooms.
|
|
The trapdoors lead to storage areas. Small and usually empty.
|
|
The storage areas hold acid for dealing with regenerating creatures,
|
|
spare arms and armor, and some reloads for the weapons. A careful
|
|
search might (5%) reveal an item enchanted to +2 (or better) of drow
|
|
adamantium, or a specific spells component (90% for level 1 spells,
|
|
-5% per level of the spell above 1 (valued below 100 gp, i.e. no large
|
|
powdered diamonds or the like)).
|
|
Basically, the storage area is cluttered with junk.
|
|
|
|
Level 2 -
|
|
___
|
|
/ \ Key -
|
|
|l l|
|
|
\___/ D = door
|
|
_/ |L| \_ L = ladder (up)
|
|
_/ | | \_ l = ladder (down)
|
|
_/ | | \_ X = trapdoor
|
|
/ 1 D D 2 \
|
|
| | | |
|
|
|________| |________|
|
|
| | | |
|
|
| | | |
|
|
| 3 D D 4 |
|
|
\_ | | _/
|
|
\_ | | _/
|
|
\___|l|___/
|
|
\_/
|
|
|
|
On this level the 'head' does not connect. The head has a chair,
|
|
where the golem sits (the helm), and a table, with various maps and
|
|
charts. There is a large 'dark window', giving a 135 degree view out
|
|
the front.
|
|
The golem is a 6' tall flesh golem made from drow (i.e. black
|
|
skin, white hair) which can be used to pilot the ship. The golem can
|
|
take the ship anywhere it has been, and can follow simple directions.
|
|
It moves the ship with SR 1.
|
|
Rooms 1 and 3 are the bedrooms, 4 the barracks, and 2 the galley.
|
|
|
|
Level 3- ___
|
|
|l|
|
|
| |
|
|
| |
|
|
/ \
|
|
| C |
|
|
\___/
|
|
|
|
This level is set on top of the ship, but under a 'dark window'.
|
|
The window form a half circle arching over the passageway, and a
|
|
hemisphere over the catapult (C). Rocks for the catapult are set in a
|
|
large closed box, at the bottom of the room.
|
|
The 'dark windows' are a spell effect that is like a VERY dark
|
|
pair of sunglasses. Drow can see through them like normal lighting,
|
|
since they have sensitive eyes, but humans and other surface dwellers
|
|
see only a flat grey landscape (or whatever).
|
|
|
|
Other Configurations: No variations on the Mage Spider have yet been
|
|
encountered. One was seen using a crew entirely composed of golems and
|
|
other magical creations, but the craft scuttled itself before its
|
|
mission could be determined.
|
|
|
|
|
|
NAME: Gnomestar
|
|
Built by: Krynnish Gnomes
|
|
Used Primarily by: Krynnish Gnomes
|
|
Cost: Unavailable on the open market
|
|
Tonnage: 90 Spacial Tons
|
|
Hull Points: 90
|
|
Crew: 100 Gnomes, 8 giant hamsters
|
|
Maneuverability Class: E
|
|
Landing: Land only
|
|
Armor Rating: 3
|
|
Saves As: Metal
|
|
Power Type: Gnommish "Hamster" helm
|
|
Ship's Rating: 1-2
|
|
Standard Armament:
|
|
Blunt Ram
|
|
Others variable
|
|
Cargo Capacity: None (see below)
|
|
Keel Length: 130'
|
|
Beam Width: 45'
|
|
|
|
Description: The Gnomestar is the ultimate nightmare in Krynnish Gnome
|
|
technology, surpassing even the Gnommish Dreadnaught. Only three of
|
|
these monsters exist, and all of them perform The-Highly-Honorable-
|
|
Task-Of-Preventing-Dangerous-Beings-and-Those-With-Malevolent-Intent-
|
|
From-Landing-and-Disrupting-the-Social-Fabric-of-the-Good-Peoples-of-
|
|
Krynn. Most other races call it planetary defence. For their credit,
|
|
the Gnomestar is pressed to the rafters with every type of weapon
|
|
available, and the worst part is, they all work. Gnomish soldiers
|
|
consider it a great honor to work on a Gnomestar, so they spend all of
|
|
their time cleaning, maintaining, and repairing the weapons. Only
|
|
when a Gnomestar lands does it undergo modifications and
|
|
"improvements."
|
|
The Gnomestar looks vaguely like a clipper with the masts
|
|
removed, and the bowsprit replaced with a blunt ram. The ram is
|
|
covered with all kinds of chimes, bells, and whistles to tell an
|
|
opponent that they are about to be rammed. The decks are filled with
|
|
weapons of all types (as many as the ship can physically carry),
|
|
including standard heavy weapons, bombards, magical devices, personnel
|
|
catapults (for boarding actions), and so on. The armament of a
|
|
Gnomestar changes with each tour of duty. A total of six sidewheel
|
|
houses are on the ship (three per side), with a hamster in each one.
|
|
The sidewheeler technology is not appropriate for a ship this size,
|
|
but as always, Gnomes found a way to make it work. Nevertheless, the
|
|
ships rating is downright bad. It can be raised from one too two, if
|
|
the Gnomes put a treat in front of the hamsters. This causes them to
|
|
run on the treadmills faster, giving greater output of the engines.
|
|
This can only be done for three turns. After that, the engine
|
|
overheats and breaks down is a spectacular display of smoke, sparks,
|
|
and flying parts. When this happens the Gnomes drop everything and go
|
|
into a hilarious frenzy of repairs.
|
|
Gnomestars stay in orbit above Krynn for periods of six months.
|
|
They work in staggered shifts, such that two are above Krynn at a
|
|
given moment. The third is docked at Mt. Nevermind for maintenance,
|
|
upkeep, repairs, modifications, improvements... Each Gnomestar has a
|
|
crew of 100 Gnomes (smaller beings require less air, so more can be
|
|
crammed into a ship) and eight giant hamsters. The cargo area is full
|
|
of supplies, such as food for the crew, so space for other cargo is
|
|
rarely available. Orders from the ground are relayed by a special
|
|
Yaul, powered by one of the hamsters.
|
|
|
|
Notes: No other race would be fool enough to want one of these. If
|
|
you drop by Krynn and see one, send up the flag for "hello," politely
|
|
wave, and keep going.
|
|
|
|
|
|
NAME: GREAT TYRANT
|
|
Built by: Arcane
|
|
Used Primarily by: Beholders
|
|
Cost: Not available on open market.
|
|
Tonnage: 100 Spacial Tons
|
|
Hull Points: 100
|
|
Crew: 60 Beholders, 1 Hive Mother, 15 Orbus
|
|
Maneuverability Class: D
|
|
Landing-Land: Yes
|
|
-Water: Yes
|
|
Armor Rating: 2
|
|
Saves As: Metal
|
|
Power Type: Orbus (see below)
|
|
Ship's Rating: 3 (1 per 5 orbi)
|
|
Standard Armament: See below
|
|
Cargo Capacity: 40 Spacial tons
|
|
Keel Length: 70' diameter
|
|
Beam Width: 20' thick at center
|
|
|
|
Description: The Great Tyrant is a new design used by one of the
|
|
beholder nations in its wars with the other factions of the race. It
|
|
looks like a giant cinnamon roll, with six large crystals along the
|
|
rim, each 60 degrees apart. The inside of the ship is a honeycomb of
|
|
passages for the beholders, while the hive mother resides in the
|
|
center. The orbi are in three small chambers just off the center one.
|
|
There is surprisingly little data on this ship, simply because it is
|
|
so rare. Only three confirmed citings of the craft have been made,
|
|
and an comparison of the markings suggests that only two of these
|
|
ships exist, and they are both owned by the same nation.
|
|
Most beholder ships are 50 tons or less because of the
|
|
restrictions of the orbus helm. The Great Tyrant uses a special type
|
|
of helm that combines the characteristics of an orbus helm and a
|
|
series helm. If five orbi are placed in one of these special helms,
|
|
they can give a ship of 50 tons or more, a SR of one. The Great
|
|
Tyrant is equipped with three such "terminals," giving it a SR of 3.
|
|
The mere fact that the beholders have developed (or acquired) this
|
|
type of technology is rather disturbing.
|
|
The crystals of the Great Tyrant are the same crystals that the
|
|
beholders use in their smaller ships, for pooling their magical powers
|
|
for use as a ship-to-ship weapon. During battle, each crystal has 10
|
|
beholders and function as independent weapons. It is also possible to
|
|
combine the power of every beholder on the ship and run it through one
|
|
crystal. This makes the ship helpless for one turn, but the result is
|
|
devastating. One witness, a tradesman crewed with humans and
|
|
halflings, noticed a Great Tyrant in the Grinder of Greyspace. The
|
|
Tyrant was in the process of destroying a base used by another strain
|
|
of beholders, and when the bulk of the fight was over, the Great
|
|
Tyrant pooled all of its power to destroy the asteroid. The asteroid
|
|
was the size of an Armada, and was reduced to small bits of rock.
|
|
That's when the tradesman fled.
|
|
The Great Tyrant is a giant battle cruiser, and is designed to
|
|
destroy other ships. That is all it is meant for, but it could be
|
|
used in other ways, such as a drop ship. The ability to make both
|
|
hard and soft landings could make it a very versatile craft. For this
|
|
reason, the Elven Navy considers the ship a threat. If one beholder
|
|
nation was to gain supremacy over the others using these ships, it
|
|
could eventually threaten the elves, at least in some spheres. For
|
|
the moment, the elves are watching and waiting, preferring to let the
|
|
beholders wipe each other out.
|
|
|
|
|
|
NAME: Man-O-War, Frilitary Class
|
|
Built by: Elves (old design)
|
|
Used Primarily by: Elves, Humans, others
|
|
Cost: 250000 standard gold
|
|
Tonnage: 60 spacial tons
|
|
Hull Points: 60
|
|
Crew: ##/## 12/60
|
|
Maneuverability Class: C or D
|
|
Landing: Land only
|
|
Armor Rating: 7 (hull), 4 (legs)
|
|
Saves As: Ceramic (pottery)
|
|
Power Type: Major Helm
|
|
Ship's Rating: As helmsman
|
|
Standard Armament:
|
|
2 Medium Ballista, crew 2/ea,
|
|
1 Heavy Catapult, crew 3
|
|
1 Medium Jettison, crew 3
|
|
Grappling Ram
|
|
Cargo Capacity: 30 spacial tons
|
|
Keel Length: 200'
|
|
Beam Width: 20'
|
|
|
|
Description: The Frilitary Man-O-War is clearly a variation of the
|
|
standard Man-O-War. On a Frilitary, the distinct bend in the "back"
|
|
of the standard Man-O-War is absent, putting the entire fuselage on
|
|
the same plain. Another difference is in the wing placement. The
|
|
wings lie on a plane parallel to the body of the ship, somewhat like
|
|
those of an Angelship or Aracoccra Corbina. The wings are placed this
|
|
way to allow planetfall, and to allow the grappling ram to function.
|
|
The "head" of the Frilitary has two bowsprits instead of one, and
|
|
these can be used as a grappling ram. However, the grapple is only
|
|
effective against ships smaller than, or equal in size to the
|
|
Frilitary. Hard landings are handled by a set of landing legs,
|
|
similar to those of a Damselfly. The legs are made of very strong
|
|
metal (Mitheral is a common choice), and are grafted into the hull of
|
|
the Frilitary during construction. Removing the legs destroys the
|
|
ship.
|
|
In flight, the landing legs fall to the gravity plain of the ship
|
|
(folding up like those of a butterfly), and never interfere with
|
|
steering. When a large gravity well is entered, the legs fall into
|
|
position, allowing the craft can be landed normally. When the legs
|
|
are down, however, the ship does suffer a loss of maneuverability
|
|
(from C to D) and this loss will continue until the ship is free of
|
|
the offending gravity plain. An asteroid or other small body is not
|
|
sufficient to pull down the legs. To land on such bodies, the crew
|
|
must manually move them into place. This is not easy (it takes two
|
|
turns), and fortunately it is rarely required. Elven Armadas, and
|
|
major ports (like the Rock of Bral) typically have docking facilities
|
|
for standard Man-O-War ships, and these facilities are used whenever
|
|
possible.
|
|
The Frilitary was introduced during the first Inhuman War, and
|
|
was used extensively during the second, as a drop ship for troops and
|
|
supplies. Groups of them would descend on target areas, usually under
|
|
the cover of standard Men-O-War, or other allied craft, deposit their
|
|
quarry, and quickly leave. In one noted case (during Inhuman War II),
|
|
a Frilitary was fitted with bombards, and the jettison was loaded with
|
|
greek fire. This ship was used for strafing and bombing humanoid
|
|
ground targets, then landing to dispatch troops to secure the area.
|
|
Sometimes a single Frilitary was used as a command center for special
|
|
operations or commando missions: While on the ground, a ship can be
|
|
very difficult to find. Since the close of the wars, however, the
|
|
Frilitary has fallen out of favor, especially since the Imperial Navy
|
|
is nervous about landing ships powered by major helms. Still, the
|
|
navy maintains a handful in mothballs, and new ones are built from
|
|
time to time. Simply put, a Frilitary can go places a standard Man-O-
|
|
War can not, and human built ships are not always available or
|
|
desirable.
|
|
|
|
Other Configurations: The only standard variation on the Frilitary is
|
|
the "Waterfly." This version is built with a set of pontoons as
|
|
opposed to landing legs, and is designed to land on water. This
|
|
variation is rarely used, even by elves, because the bloated pontoons
|
|
lower the armor rating of the ship by two places. In the entire navy,
|
|
only one is in service. When elves need to land on water, they prefer
|
|
to drop small boats from a standard Man-O-War or Armada.
|
|
|
|
Other Uses: Military service is still the most common use for a
|
|
Frilitary, but it has a following in other circles. Elven merchants
|
|
are very fond of the Frilitary. It is clearly an elven ship (something
|
|
they like), and the ability to make hard landings is very useful.
|
|
Free adventurers or all races are VERY fond of the Frilitary: The
|
|
grace and durability of a Man-O-War with the ability to land on
|
|
planets is an excellent combination. The biggest problem with the
|
|
craft is finding one!
|
|
|
|
|
|
NAME: Marlin (Muldravian Warfish)
|
|
Built by: Humans
|
|
Used Primarily by: Groundling humans of Cartania, Muldravian
|
|
Empire
|
|
Cost: 80000 standard gold
|
|
Tonnage: 70 Spacial Tons
|
|
Hull Points: 70
|
|
Crew: 14/70
|
|
Maneuverability Class: D (or better)
|
|
Landing: Water only
|
|
Armor Rating: 5
|
|
Saves As: Thick Wood
|
|
Power Type: Major or Network helm
|
|
Ship's Rating: As helmsman
|
|
Standard Armament:
|
|
1 Heavy Catapult, crew 5, F
|
|
1 Heavy Balista, crew 4, turreted 360*
|
|
2 Medium Balista, crew 2/ea, 1 Port 180*, 1 Starboard 180*
|
|
1 Medium Catapult, crew 3, turreted 360*
|
|
1 Piercing Ram
|
|
Cargo Capacity: 35 gross tons
|
|
Keel Length: 380'
|
|
Beam Width: 30'
|
|
|
|
Description: The Marlin-class battle cruiser, or "Warfish," is the
|
|
standard spelljamming ship of the Muldravian empire in the sphere of
|
|
Solaris. It is large and ruggedly built, resembling the marine animal
|
|
for which it is named. It is built along lines similar to a
|
|
Hammership, and it can be used in the same ways. In fact, the
|
|
designers of the marlin derived the design from a hammership, with the
|
|
objective of finding ways to carry more cargo or passengers, without
|
|
making the ship bulky and clumsy, like a whale ship.
|
|
A Marlin can be used as a warship, heavy freighter, troop
|
|
transport, and even as a mobile command center. As noted above, the
|
|
Marlin can perform all of the tasks that a Hammership can, and in many
|
|
cases it can do them better. It is unlikely that the Marlin will make
|
|
the Hammership obsolete for a long time, if ever. The extensive sail
|
|
system of a Marlin is vital for the ship to maintain maneuverability,
|
|
and special training is required to handle them. A special
|
|
proficiency is not necessary; anyone with the proficiency
|
|
"Spacemanship" can learn how to handle a Marlin if an expert is
|
|
consulted. Such experts are difficult to find, and when they are they
|
|
are either unwilling to help (claiming military secrecy) or charge a
|
|
very high price. In short, the deck crew of a Marlin is difficult and
|
|
expensive to field. In these cases most people would prefer to run a
|
|
simple, reliable Hammership, using a standard crew. Another problem
|
|
is the cost of a Marlin's helm. A Marlin requires a costly major helm
|
|
(or a newfangled Network helm) to operate. A Hammership can operate
|
|
on a minor helm (however poorly), making it easier to afford. Those
|
|
who have worked on a Marlin, however, swear by them.
|
|
Marlins in military service typically travel in "pods" of three.
|
|
The Muldravian Empire has almost forty Marlins in service, and half of
|
|
them are on patrol within the Solaris sphere at a given time.
|
|
Occasionally, a single Marlin will leave the sphere on a specific
|
|
mission. Such missions could be the pursuit of an enemy ship,
|
|
espionage, exploration, or political. Outside of the Solaris sphere,
|
|
a Muldravian Marlin always has a specific mission objective.
|
|
In combat, the Marlin is a formidable opponent. It is
|
|
surprisingly maneuverable for a ship its size and it can withstand
|
|
large amounts of damage before breaking up. It can easily defeat a
|
|
single Nautaloid, pirate Squid ship, even a Mindspider, and it can
|
|
usually prevail against a Hammership or Man-O-War, depending on the
|
|
crew. A single Marlin with a full complement crack crew can even
|
|
defeat a Dreadnought, while two or three can defeat a Deathspider,
|
|
Jade Spider, or a renegade Armada. Against such opponents, however,
|
|
high casualties are expected. No Marlin pods have ever engaged a
|
|
Tsunami.
|
|
While the external lines of a Marlin are sleek to the point of
|
|
elegance, the internal layout of a Marlin is very simple, and many
|
|
find it uncomfortable. One commentator called it a "case study of
|
|
efficiency over ascetics." There are many large open spaces with low
|
|
ceilings, the decks are connected by ladders as opposed to stairs, and
|
|
the main deck is dominated by the sailfin and shuttle cribs (see
|
|
below). The large areas are provided for storing cargo, equipment,
|
|
and for use as crew barracks. On combat and patrol missions, a Marlin
|
|
typically carries a full complement, with several mages and priests to
|
|
take turns at the helm, recharge the air envelope, and maintain food
|
|
and water supplies. Solaris is an abnormally large sphere, so some
|
|
missions can run as long as eight months. Espionage and politically
|
|
motivated missions (such as diplomacy with another sphere) typically
|
|
carry half complement. Exploration missions also carry a full
|
|
complement, and sometimes the ship has additional rigging laced into
|
|
the sailfins to increase maneuverability (topping out).
|
|
The main deck usually comes with two cribs for small shuttles, or
|
|
"skiffs." They are usually stored with the mast removed, but when
|
|
assembled, these small ships look like sailboats with a fish-head
|
|
prow. They weigh about two tons, and can carry as many as six
|
|
individuals. They are designed as landing craft only, and are powered
|
|
by a device similar to a "Rudder of Propulsion." As such, they are
|
|
not capable of spelljamming speeds.
|
|
|
|
Other Configurations: There are no standard variations on the Marlin
|
|
design, although custom designed ships exist. Even though the Marlin
|
|
originated in the Solaris sphere, the design has began to appear
|
|
elsewhere, in a variety of uses.
|
|
Merchant Ship: The most common alteration is for use as a
|
|
merchant vessel. With the ability to carry more cargo that even a
|
|
Hammership, and with only a slightly larger crew, wealthy merchants
|
|
like the Marlin. When stripped of its weapons, the Marlin can easily
|
|
make the transition from warship to tradership.
|
|
Free Adventuring: Adventurers who have a lot of money sometimes
|
|
refit a Marlin for their own use. Such adventurers typically need to
|
|
hire some crew to help handle the ship. The Marlin is also a favorite
|
|
choice of mercenary companies, who sail between the spheres selling
|
|
their services where needed. One such company operates openly in
|
|
Realmspace, and maintains an office in Waterdeep!
|
|
Pirates: Sadly, pirates also like the Marlin. Such groups tend
|
|
to be large and well equipped, often boasting several ships. In these
|
|
cases, the Marlin is used as a command ship, while smaller ships do
|
|
the grind work. Such is not always the case, however. The piercing
|
|
ram can make short work of a Tradesman, and many pirates have
|
|
discovered this, much to their delight. If you ever see a Marlin with
|
|
pirate markings, your best bet is to 'jam out of there as fast as your
|
|
helm will allow.
|
|
Non-Human Crews: Though designed for Humans, the Marlin is also
|
|
used by Elves, often as a supply ship. Halfling and Illusionist Gnome
|
|
crews are not uncommon either. Krynnish Gnomes love the extensive
|
|
gear and pulley system for the sails, and often try to "improve" it.
|
|
Such ships usually end up impaled on an asteroid. Illithids and other
|
|
"underworld" races dislike the ship, because of the large, open main
|
|
deck. A company of Drow merchants are know to operate one, however,
|
|
and they have covered the main deck with an opaque net.
|
|
|
|
|
|
NAME: Seahorse
|
|
Built by: Aquatic Elves
|
|
Used Primarily by: Aquatic Elves, Tritons
|
|
Cost: 45000 standard gold
|
|
Tonnage: 45 Spacial Tons
|
|
Hull Points: 45
|
|
Crew: ##/## 8/45
|
|
Maneuverability Class: D
|
|
Landing: Water only
|
|
Armor Rating: 5
|
|
Saves As: Thick Wood
|
|
Power Type: Major or Minor Helm
|
|
Ship's Rating: As helmsman
|
|
Standard Armament:
|
|
2 medium ballista, crew 2/ea, 1 port 180*, 1 starboard 180*
|
|
Cargo Capacity: 5 tons (see below)
|
|
Keel Length: 160'
|
|
Beam Width: 20'
|
|
|
|
Description: The Seahorse is one of the few ships designed
|
|
specifically for an aquatic race, in this case Aquatic Elves. The
|
|
Seahorse does not look like an actual seahorse, at least not at a
|
|
quick glance. The lines of a Seahorse are similar to those of a
|
|
Dragonship, with the dragon masthead replaced with a seahorse head, in
|
|
a style similar to that of a viking ship. The sails of a seahorse is
|
|
woven from a silky fiber drawn from kelp, and tend to shimmer in
|
|
starlight. The hull of a Seahorse is often painted in a soft brown,
|
|
to resemble an actual seahorse.
|
|
The entire lower deck of a Seahorse is flooded with water, and
|
|
acts as the crew quarters for the aquatic elves. The extreme weight
|
|
of the water severely curtails the cargo capability of the Seahorse.
|
|
What cargo there is travels in the (dry) upper decks, and any
|
|
passengers the ship has will be there as well. For any non-aquatic
|
|
race, a Seahorse is an unpleasant ride. Everything is damp, and
|
|
seaweed tends to creep all over the ship. Air can also be a problem,
|
|
because half of the ship is taken up by water. The elves, being able
|
|
to breath both air and water, do not notice this of course. When the
|
|
lower deck is drained of the water, a Seahorse has a cargo capacity of
|
|
seventeen spacial tons.
|
|
In combat, a Seahorse is a fish out of water (pardon the pun). A
|
|
substantial hull hit could cripple the ship, especially if the water
|
|
drains out. The ship can hold its own for brief periods, but will try
|
|
to flee any combat it encounters. To this end, major helms with
|
|
(relatively) high-level helmsmen are the norm. The Seahorse is used
|
|
mainly as a transport vessel. When cargo is to be transported, most
|
|
aquatic elves contract elven merchants (or members of other races,
|
|
depending on who is available) who use more suitable ships. Aquatic
|
|
Elves rarely travel in space, but when they do, they use the Seahorse
|
|
when they can. The only other race that has consistently made use of
|
|
the Seahorse are the Tritons, who use them as colony ships. Lizard
|
|
Men have been know to use them on rare occasions as breeder ships, but
|
|
this is rare. Most aquatic races find a trip to dry land a traumatic
|
|
experience, while a trip into space is more than most can bear.
|
|
Humans, humanoids and even other elves, pass up the Seahorse for other
|
|
ships. Like the Arracocra Crobina, the Seahorse is simply not
|
|
suitable for anyone other that the race that builds it.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
SPACEFLEETS AND NOTABLE GROUPS
|
|
|
|
The fleets and groups noted here are minor powers on the grand
|
|
scale, but a GM could use them as diversions, or as a change from
|
|
larger, more established groups.
|
|
|
|
|
|
Illithid United Navy
|
|
In a rather disturbing development, several of the Illithid
|
|
nations have recently united under a common banner. The idea here is
|
|
to promote greater co-operation between the Illithid nations, which
|
|
would benefit all of them. Non-Illithids have a more cynical
|
|
interpretation of this development. If all of the established
|
|
Illithid nations united into a common unit, they could threaten every
|
|
space-faring race in existence, including the elves. Typically, the
|
|
Illithid ships carry their own national colors, but also carry a
|
|
pennant representing the Illithid United Navy (IUN); this is a
|
|
practice similar to that of the Imperial Elven Navy. The fleet
|
|
commander is an incredibly egotistical Illithid called Mind Sifter
|
|
(q.v).
|
|
Fortunately, this federation of Illithid nations is still fairly
|
|
loose. The member states do not openly fight one another, but they
|
|
don't always help each other either. While the Illithid fleet is not
|
|
a major threat, it may one day become one.
|
|
The fleet is known to operate in Realmspace, but they do not have
|
|
a lasting presence. They have also been sighted in Krynspace, but are
|
|
usually just "passing through." Interpret that any way you want to.
|
|
In Greyspace the Illithids are a minor, but lasting problem. They
|
|
maintain numerous bases throughout the system, but no central base has
|
|
been located. Ships in Greyspace tend to take an offensive stance
|
|
when an IUN ship appears, and skirmishes are common. The IUN has
|
|
recently began to explore other spheres as well. A recent spy mission
|
|
to the sphere of Solaris was foiled by a Muldravian commander,
|
|
Deliliah Ferrengal (q.v).
|
|
|
|
|
|
Li Shou
|
|
Solaris, Cartania, S'ing Ti L'ack
|
|
Li Shou is similar to Shou Lung on Toril, and is one of the four
|
|
nations of Cartania that actively engage in spelljamming. Li Shou
|
|
uses Dragonship vessels to bring back the treasures of other worlds,
|
|
but Li Shou also uses them as showcase vessels. Even from a distance,
|
|
one can tell when a Dragonship is Li Shou (as opposed to Shou Lung or
|
|
privately owned). The ship is covered with elaborate flags and
|
|
pennants that glorify the land from "The center of the Universe." Li
|
|
Shou mapmakers believe that Solaris is the center of the universe, and
|
|
that Li Shou is the center of the Solaris sphere (at least from a
|
|
cultural standpoint). When a Li Shou Dragonship sets down in another
|
|
land, it often makes a big display of itself as if to say "Look at me,
|
|
I am from Li Shou, center of the Universe." Trading is a secondary
|
|
concern. The primary objective is to show off.
|
|
Shou Lung captains find this cultural bravado rather amusing. Li
|
|
Shou has passed up many good opportunities for trade because the other
|
|
peoples were "beneath them." In such cases, Shou Lung wastes no time
|
|
in collecting what Li Shou was missed. The elitist attitude has led
|
|
to a marked reduction in Li Shou spelljamming. Since they have not
|
|
found many things that interest them in other lands, they are becoming
|
|
increasingly isolationist. In fact, the Li Shou government is
|
|
actively trying to stop the use of Spelljamming technology, except for
|
|
those merchant vessels that use tactical helms to travel within the
|
|
empire.
|
|
|
|
|
|
The Missionaries of Celestian
|
|
Greyspace (based on Oerth)
|
|
As the name suggests, the Missionaries are followers of
|
|
Celestian, God of the Universe. They are somewhat different from most
|
|
followers of Celestian, in that they rarely sign on to other ships.
|
|
The Missionaries are a specific order of priests and paladins that
|
|
travel about on modified Barges of Ptah. They actively search for
|
|
damaged ships, and when they find one, they immediately do what they
|
|
can to heal anyone on board who requires aid. Failing that, they try
|
|
to get the injured party to a world or asteroid where better medical
|
|
facilities are available. If even this is impossible (the person
|
|
dies), they make certain to grant the individual a burial in space,
|
|
with full honor. To view a Missionary barge as a "hospital ship"
|
|
would be fairly accurate.
|
|
This group is at odds with the followers of Ptah, as is to be
|
|
expected, but they do not fight. In fact, the Missionaries only fight
|
|
other ships when they must. The barges they use often have magical
|
|
devices or spells to increase maneuverability or armor rating.
|
|
Most spacefaring groups let the Missionaries go where they will,
|
|
and NEVER attack them (even pirates let them pass). The reason is
|
|
simple: you never know when you may need their help. Those groups
|
|
that have offended the Missionaries in the past (the Tenth Pit for
|
|
example) have never received their aid, no matter how desperately they
|
|
need it.
|
|
Sadly, many pirates have tried to take advantage of this "hands
|
|
off" attitude that most have toward the Missionaries, and have tried
|
|
to pass themselves off as members. This has forced many leaders to
|
|
search the Barges before allowing them docking or landing rights. The
|
|
most notable examples of this are the Kingdom of Ratik on Oerth, the
|
|
city of Waterdeep on Toril, and the Rock of Bral. The Missionaries
|
|
understand this, but allow it to continue. So far, the number of
|
|
pirate impostors has been quite low.
|
|
|
|
|
|
The Muldravian Empire
|
|
Solaris, Cartania, Chorrad'ek
|
|
Of the four spelljamming nations of Cartania, the Muldravian
|
|
Empire is the most prominent. This is to be expected, since it is
|
|
perhaps the largest single nation on the planet. The Empire is
|
|
actually a highly co-operative group of small and medium sized states
|
|
that have pooled their resources for the common good. Most of the
|
|
states are human, but there is a single halfling state that places
|
|
itself under the Muldravian flag, and one of the other states has a
|
|
significant Gnome population. The Empire enjoys good relations with
|
|
several of its neighbors, allowing it to pursue other interests.
|
|
About 250 years ago, a study was conducted on the capabilities of
|
|
"Sky Galleons." Sky Galleons never traveled off-world (being powered
|
|
with Tactical Helms they couldn't get very far), but the belief was
|
|
that this was not always the case. After several years, Spelljamming
|
|
Helms were re-invented, and the Muldravian Empire was the leader in
|
|
this endeavor.
|
|
Of all the spelljamming peoples of Solaris, the Muldravians hold
|
|
the greatest presence, surpassing even the Elven Navy within the
|
|
sphere. The Muldravian Stellar Navy (MSN) is about 100 ships strong.
|
|
Most of these are Marlin-class battlecruisers, with squid ships for
|
|
planetary defence. The fleet is commanded from a Cuttle Command
|
|
(perhaps the only one is active service anywhere) that maintains a
|
|
fixed position over the Muldravian capital city. The Cuttle never
|
|
engages foes, however. A small pod of squid ships is always present
|
|
to deal with intruders. The Cuttle is jokingly called the "Muldravian
|
|
High Command."
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
NOTEWORTHY SHIPS
|
|
|
|
These are specific ships, and can be used to "spice up" a given
|
|
adventure. These ships are highly individual, and a history is
|
|
provided where appropriate. They should create some wonderful
|
|
opportunities for role-playing.
|
|
|
|
|
|
THE IEN WANDERER
|
|
The Wanderer is an elven Monarch armada, under the command of the
|
|
elven command center at Evermeet (Toril). It carries a fleet of 20
|
|
flitters, and a single damselfly, as landing craft. It main mission at
|
|
present is to locate missing elven colonies, and try to re-establish
|
|
contact with them. The Wanderer has been known to travel for two
|
|
decades at a time, looking for missing elves. Should it be
|
|
encountered in an established sphere, it will either be returning from
|
|
a mission, or embarking on a new one. If found in a backwater sphere,
|
|
it is carrying out its mission. In these cases, the elves will be
|
|
glad to see people from the established spheres, claiming that the
|
|
wilderness can get lonely, even for an elf. Visitors are never
|
|
permitted into the hull of the Monarch, but they are free to walk on
|
|
the flight deck and socialize with the crew. The Monarch's captain,
|
|
Malath Resika (q.v) is an easy-going sort, who gets serious only when
|
|
he must. When the Wanderer is forced into battle, he will use every
|
|
trick he knows.
|
|
The admiralty at Evermeet maintains a continuous link with the
|
|
Wanderer, using a bewildering array of magical devices. As such, the
|
|
Wanderer can be quickly recalled if needed (as was done for the Second
|
|
Inhuman War).
|
|
|
|
|
|
THE HAPPY VOYAGER
|
|
At a first glance, the Happy Voyager looks like a standard Bardic
|
|
ship, looking like a huge mandolin. When the ship is approached, one
|
|
can clearly see singing and dancing on the main deck of the ship,
|
|
while below decks there is an ongoing glut of liquor consumption, sex,
|
|
and all kinds of illicit behavior. In short, the Happy Voyager is the
|
|
biggest party in the known spheres.
|
|
In truth, it is a travelling hell. The ship is cursed, much like
|
|
the Batship, such that anyone who boards the ship must make a saving
|
|
throw versus magic EVERY ROUND, or become captured by the ship. Once
|
|
captured, the individual becomes compelled to join the party, and he
|
|
or she will continue to party until they fall to the deck in
|
|
exhaustion. The character will sleep normally, noise level not
|
|
withstanding, and awaken normally. For a few minutes after waking,
|
|
the character will be aware that they are on a cursed ship, and their
|
|
thoughts will be on getting OFF! Sadly, this level of awareness ends
|
|
quickly and the character returns to the party. This happens to every
|
|
person on the ship, and sometimes a few of them try to pull together
|
|
long enough to assume control of the ship and smash it into the
|
|
nearest asteroid (the only known way to break the curse is to destroy
|
|
the ship), but the curse reclaims them every time. What's more, the
|
|
rest of the crew do everything they can to stop the "party poopers."
|
|
The Happy Voyager was once an adventure ship, led by a bard. On
|
|
one adventure, the party had some incredible luck defeating a some
|
|
rather loathsome humanoids. They returned to their ship and started
|
|
to celebrate, no holed barred. However, one of the humanoids had cast
|
|
a wish spell (probably from a ring) before expiring, condemning the
|
|
party to some type of eternal damnation. The dietie who carried out
|
|
the wish had a "humorous" streak and decided that the upcoming
|
|
celebration should last forever. Thus began the travels of the Happy
|
|
Voyager.
|
|
The aging process is suspended while aboard the ship, so the
|
|
original crew is still on board, partying themselves silly. As soon
|
|
as someone is forcibly removed from the ship, the character rapidly
|
|
ages to their normal, chronological age. Should the ship ever be
|
|
destroyed, the original crew, and many of those who have joined since,
|
|
will age to death in a matter of minutes.
|
|
The Happy Voyager has been travelling the known spheres for almost
|
|
a century. Others have joined over time, usually boarding out of
|
|
curiosity, and never getting off. There are about 45 people on the
|
|
ship, and many races are represented. There are humans, demi-humans
|
|
of all types, a couple of giff, a few humanoids, and even a neogi who
|
|
thought the ship would be an easy place to get slaves. The neogi is
|
|
known for telling sick jokes.
|
|
It can be considered a standard Iambic ship (Bardic ship), except
|
|
that the curse ensures that the air is always fresh, the larder is
|
|
always full of food, and the wine skins never dry up, and any injuries
|
|
suffered by the crew are healed as they sleep. This party could,
|
|
literally, go on forever, and the crew can't do a thing about it.
|
|
|
|
|
|
THE GOODSHIP ORION
|
|
At one time, the Orion was a pirate Hammership, but it has been
|
|
modified so much that the original owners wouldn't begin to recognize
|
|
it. While still a Hammership is overall design, it has the following
|
|
modifications:
|
|
a). It's wood and glass hull has been rebuilt from the keel up
|
|
with an Adamantium hull and Crystal portals.
|
|
b). Boarding nets to delay the boarding attempts have been added.
|
|
c). Additional Sails have been added to Improve the ships
|
|
maneuverability class (topped out).
|
|
d.) The ships armament consists of 1 Heavy Ballista, and 2 Heavy
|
|
Catapults.
|
|
At the bow of the ship rests a statue of a giant space hamster,
|
|
posed in an attack position, fangs bared, and rumor has it that the
|
|
ship flies as part of the Great Prince Andrew's Anti-Pirate protective
|
|
league (see below). The ship is painted the darkest black, with a
|
|
blood red undercarriage. When seen in port, its crew never seems to
|
|
leave the ship. This may be just as well, because they are the
|
|
meanest looking bunch of lizard men and (believe it or not) elves ever
|
|
seen in wildspace. Their captain is a truly terrifying man. He wears
|
|
a full suit of plate mail, complete with helm which he is never seen
|
|
without. While this might not seem very extraordinary, the fact that
|
|
from the back of the suit extends a pair of metallic wings, which
|
|
allows the captain to soar through wildspace, is. Rumor has it that
|
|
he was a test subject of mindflayer experimentation. What the truth
|
|
is, the world may never know.
|
|
Alright, I'll call the above the player information. As for the
|
|
DM, well now...
|
|
The Great Prince Andrew is a human ruler of a space-faring
|
|
community known as Branalin. Branalin is located on a small moon in
|
|
orbit around a gas giant. It is also a city-state which depends
|
|
largely on trade. While the moon is very high in valuable ore
|
|
content, it's incidently a terrible place to grow things, including
|
|
food. Because of the frequency of these ores, and their products,
|
|
Branalin could have quite easily been susceptible to piracy. In fact,
|
|
before Prince Andrews began his reign, piracy was a major problem. To
|
|
combat this problem, he founded the Anti-Piracy league.
|
|
To head this organization, Prince Andrews hired a former pirate,
|
|
Morgan Calamon. While a very capable leader, Morgan's recruiting
|
|
style is more than a little harsh. He believes in thoroughly testing
|
|
any prospective recruits, even before telling them about the secret
|
|
organization. His method of doing this is, basically, by setting them
|
|
up. To further this ability, Morgan has gained a reputation as a
|
|
smuggler. When he finds a band that seems capable, he hires them for
|
|
'a simple transport job.'
|
|
While on the job, they are given a box containing a statue which
|
|
has a simple magic spell cast upon it so that it would appear
|
|
enchanted. The recipient of the box is a beholder by the name of
|
|
Marinox. Marinox is moderately senile, but still competent. During
|
|
the trip, Morgan has the ship hijacked at least once. If the team
|
|
succeeds with the mission, further such jobs are later assigned.
|
|
Gradually, Morgan prepares them to join the league.
|
|
The crew of the Orion were the first such team Morgan hired.
|
|
While he did test them quite thoroughly, he went a tad bit too far.
|
|
For in the process of the testing, he accidentally convinced them that
|
|
he was their arch-enemy. Needless to say, things went poorly. The
|
|
crew ended up making a pact with a mind-flayer who used the ships
|
|
captain for some testing of experimental magics, in return for
|
|
protection. While ultimately things did work out, and the crew does
|
|
now work for Morgan, the crew does have some strange personality
|
|
quirks as a result of the mind-flayer association.
|
|
The biographies of the crew are sketchy, so they do not have full
|
|
entries in the "personalities" section. There is reason to believe
|
|
that nobody wants to get close enough to interview them, but here is
|
|
what is available.
|
|
The Ship's Captain is C'Sid Tcapmoc. C'sid is a 14th level human
|
|
ranger, who has undergone Illithid experimentation. Due to this
|
|
testing, C'sid is unable to remove his plate mail or helm. However,
|
|
his plate mail also contains wings which allow him to fly at 30' with
|
|
a maneuverability class of A.
|
|
The Ship's Chief Spelljammer is Pyro-Lite. Pyro-lite is an
|
|
eccentric 16th level mage who has an intense fascination with
|
|
fireballs. Basically, he tends to lob them toward any foes,
|
|
inconsiderate of where the ships fighters might be.
|
|
The Ship's Secondary Spelljammer and Quartermaster is a priest of
|
|
the Stars known as Patriarch Rudolpho. He's a 14th level priest,
|
|
who's not at all above using a mace when necessary.
|
|
The next figure is one not commonly seen on spelljamming craft,
|
|
but one used by the Orion. This is the ships 'Transporter Chief.' A
|
|
Human Psionicist named Markos, whose specialty is Dimension Door.
|
|
Markos generally helps the boarding party to attack by opening a
|
|
dimension door across to the other ships deck, quickly transporting
|
|
10-15 members of the crew into the heart of the fight.
|
|
Lastly, the ship's Sergeant at Arms is a 14th level Dwarven
|
|
Fighter named Ralth of Clan Arkfire. Ralth's major quirk is that
|
|
after years of working along side Pyro-lite, he now hates mages. He
|
|
passionately despises all those who use magic haphazardly, and thus
|
|
generally attacks anyone who starts making strange gestures in his
|
|
general direction.
|
|
The normal members of the crew are all 3rd level Lizardmen and
|
|
Elves. The crew is well experienced and has travelled throughout
|
|
Wildspace, logging at least 14 different Crystal spheres. The only
|
|
foe they truly fear would be a mindflayer or beholder ship, and even
|
|
these would be willingly fought if the situation arose.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
TRAVEL LOG
|
|
|
|
This section contains three worlds created by Ville Lavonius, and
|
|
can be used as an appendix to the "Practical Planetology" (tm) guide.
|
|
Vicki L. Domansky found these in the Usenet group rec.games.frp.adnd.
|
|
|
|
|
|
|
|
HETHLA
|
|
|
|
Hethla is a venus-sized Earth-world, but differs from the more usual
|
|
earth worlds in many ways. The planet's crust is so thin that in most
|
|
places the magma underneath has leaked through, forming great lava-
|
|
lakes, or an even better expression would be lava-oceans, since they
|
|
cover approximately 90 % of Hethla. Consequently the surface
|
|
temperature is uniformly around 400 C, and doesn't much vary during a
|
|
day.
|
|
|
|
The sophonts of the planet (red-skinned, short and thin humanoids)
|
|
live on the few big (and high enough to provide shelter from the
|
|
scalding heat) basalt formations scattered around the hellish seas. In
|
|
addition to these human-like creatures, Hethla is inhabited by giants
|
|
living on immense ships sailing the lava. Animal life is pretty much
|
|
non-existent on the basalt plateaux, but the seas have a wide variety
|
|
of iron-based life. Also, circling high in the winds from the hot seas
|
|
float bolha, jellyfish-like, transparent creatures that form an
|
|
important part of the humans' diets. The few species of wildlife big
|
|
enough to pose a serious threat to most humanoids are all very rare
|
|
(for example the 16-legged spider-like spinfishers that prey on all
|
|
seaborne creatures). But there exists, however, a dire threat to all
|
|
life on Hethla. Magmamen (usually shortened as magmen), creatures
|
|
totally alien to the normal sapients, have been attacking settlements
|
|
since times immemorial. Since it is impossible to explore the depths
|
|
of the seas, it is unknown wherefrom they come from. It has also been
|
|
proved fruitless to reason with these 6' tall fiery brutes, parlay
|
|
(via telepathy or some other means) has been successfully attempted
|
|
tens of times, but peace hasn't been achieved since there's absolutely
|
|
no communication between the creatures themselves, they are nothing
|
|
but singular killing machines.
|
|
|
|
Of course, it would be very unlikely to have a species evolve all by
|
|
itself in such hostile conditions, and both the giants and the
|
|
humanoids (treated as humans in game terms) acknowledge their
|
|
blue-skinned gods as their only means of survival. These 'gods' are in
|
|
fact Arcane, who apparently have transported these men and giants to
|
|
Hethla (all epics have varying tales of voyages among the stars).
|
|
Every city has at least one Arcane, the biggest two (Raga and Mathluy)
|
|
both have five, and the tradecity atop the Spire has at least fifty.
|
|
|
|
And the Arcane take a very active role in managing Hethla,
|
|
spelljamming is almost routine an activity here, and the large fleet
|
|
has explored most of the sphere. The only reason why they haven't
|
|
spread around throughout the known spheres is the heat affinity of all
|
|
Hethla-folk, without a constant temperature of 40+ C, and elements of
|
|
the Hethlan food, they quickly begin to deteriorate, death is a matter
|
|
of weeks afterwards. And since there is no reasonable way to heat
|
|
ships in Phlogiston or preserve the foodstuffs, most voyages tend to
|
|
be short and confined to routes that they're intimately familiar with.
|
|
|
|
The airships are used to harvest the bolha, and to bring ice from the
|
|
polar regions back to the cities. Polar ice is another mystery of
|
|
Hethla, within a couple of miles the temperature turns from the
|
|
blistering heat to -20 degrees, without any temperate zone to speak
|
|
of. There are a couple of colonies on the north pole, whose
|
|
inhabitants live there a couple of months before returning to the main
|
|
islands to recuperate. The immense heat gets stored magically within
|
|
gigantic saws and these are used in separating the ice cubes from the
|
|
glaciers. The cubes measure 9 meters per side and are usually held in
|
|
the air while the ice melts, trying to land a ship carrying one of
|
|
these is quite risky.
|
|
|
|
The giants travel the seas in huge rafts carved from basalt. Each
|
|
raft accommodates an extended family and they travel around the globe
|
|
nomadically, hunting the sea animals and preparing the few edible bits
|
|
ready for consumption and creating magnificent art objects off the
|
|
remaining parts of the bodies. The rafts are a very safe mode to
|
|
travel, the seas are almost never choppy, and usually the on board
|
|
navigator can detect disturbances in the convections beforehand. And
|
|
there are no animals in the seas that could attack the rafts, the only
|
|
hazard are the magmen, but they have learned that the giants are much
|
|
tougher customers in melee than humans, after all, spending your
|
|
entire life at 300-400 C, does make you quite resistant to heat. The
|
|
giants take to spelljamming much worse than the humans, needing the
|
|
high temperature to stay alive, at lower temperatures they quickly
|
|
'freeze' (ie. their metabolism and blood circulation are at least
|
|
partly based on liquid metals. They are very much saddened by this,
|
|
and feel a justifiable anger toward the gods who claim that they need
|
|
to find a way of keeping warm by themselves. Some cynics might even
|
|
say that the Arcane don't even know if such a way exists, as it's
|
|
suspected that the giants' ancestors were quite different from the
|
|
modern ones. Historical evidence has it that the giants were much more
|
|
like the men, and lived in the cities. What caused the transformation is
|
|
unknown, and all the history traditions and books are pretty hazy when it
|
|
comes to giants' history.
|
|
|
|
The cities on the basalt plateaux are commonly very big, there's no
|
|
need to have any villages around to provide food. They are usually
|
|
sited near a lava shore, but still respectably far from it (a high
|
|
cliff is an ideal place), the lack of earthquakes means that the
|
|
cities can be founded in most hazardous spots too. The main features
|
|
of the cities are the landing areas for the local airships (usually
|
|
10-20 per city) which are also used as common marketplaces. The
|
|
cities' populated areas are usually uniformly designed, most of the
|
|
citizens live in the same kind of houses. There isn't any class
|
|
system on Hethla, the only people living 'above' others are the
|
|
priests, who in addition are in charge of justice too. All other folks
|
|
could be considered freemen in normal terms, slavery is unknown on
|
|
Hethla. Another very unusual thing is the importance of big
|
|
reservoirs, all cities have multiple artificial lakes within them. Not
|
|
only are they needed as drinking water, but as the main means of
|
|
defense against the magmen. Every city has several engineers who
|
|
contribute to the design of these, the most common method is to have
|
|
long hoses constructed of thousands of processed bolha skins, and
|
|
water bombs (capacity 10 l) are given out to every citizen leaving
|
|
town. Lately the engineers have been trying to cooperate with the
|
|
mages to create a 'water gun', but so far the experiments have been
|
|
more or less failures.
|
|
|
|
In addition to the nutritious and very light bolha, the humans eat a
|
|
specific kind of lichen growing only near the lava seas (the mean
|
|
temperature of the site has to exceed 100 degrees). It is collected by
|
|
scraping if off the basalt, it isn't that hard a work, basalt being
|
|
very smooth stone. The work is dangerous however, since the most
|
|
prolific sites are vertical, and collecting from ships isn't done very
|
|
often. The lichen contains a lot of nutrients, and therefore only a
|
|
small ration is needed daily, a collector easily collects lichen
|
|
enough to feed a hundred others in a normal working day. The plant
|
|
regenerates quickly and sites are harvested in two-month intervals. A
|
|
harvesting team consists of two men, the collector and a 'backguarder'
|
|
who carries a huge backpack filled with water to both make working
|
|
possible in such hot conditions and to provide a means to hinder any
|
|
passing magmen. These two foodstuffs are basically the normal Hethlan
|
|
diet, variety is given by the awesome array of spices and other
|
|
delicacies traded from the giants.
|
|
|
|
The gigantic basalt tower, popularly known as the Spire, is the main
|
|
concentration of foreigners on Hethla. The temperature on the top is
|
|
about 25 C, pleasant for the most travellers. The lack of heat is
|
|
caused by both the height (the flat top is 16 kilometers from the lava
|
|
surface), and there's also some gates to the elemental planes that
|
|
provide ice and water to chill the city. The gates were constructed at
|
|
great cost, when it was decided that the trade would pay off such
|
|
fortunes. And the trade has certainly brought a lot of money to
|
|
Hethla, and the Hethlon has grown rapidly to the point where the
|
|
foreigners actually outnumber the locals.
|
|
|
|
The main trade items exported from Hethla are minerals that are either
|
|
dug up in the recently opened mines or bought from the giants. The
|
|
mining is very hard work, and the yields have been disappointingly
|
|
low, the mining companies (all foreigners, the concept of mining for
|
|
minerals is unknown on Hethla) are trying to find a way to back off
|
|
without losing prestige. The giants do trade their findings too,
|
|
either they are collected from the animals they have caught or
|
|
collected in the rare deposits found floating on the seas. Hethlans
|
|
import all kinds of materials, especially new foodstuffs get a high
|
|
price here (the Hethlans seem to have a very adaptable metabolism).
|
|
|
|
Also a big pro to all the 'new folks' on Spire is the number of Arcane
|
|
working there, most of the diplomatic envoys or exploration parties
|
|
are here just to gain more information on these enigmatic creatures.
|
|
Why these creatures have populated this planet and been watching over
|
|
the inhabitants for several thousands of years is a mystery. One of
|
|
the main features in all the stories concerning the gods is that they
|
|
have never given anything to their subjects since the earliest years.
|
|
Everything since then has either been invented by the humans (like the
|
|
defense mechanisms against magmen) or bought at an outrageous price
|
|
(the spells to create the gates). It has been suggested in more than
|
|
once that the whole planet is just an experiment in creativity and
|
|
adaptation.
|
|
|
|
Hethla has two moons, which are named Small and Big, the inhabitants
|
|
aren't usually that laconic, preferring elaborate names for meals,
|
|
creatures and such, perhaps these names are relics from a much earlier
|
|
era. The moons circle the planet in a normal way (Small has a lunar
|
|
month of 11 days, the larger completes its' journey in 33 days)
|
|
causing eclipses frequently. Though the moons exert a powerful tidal
|
|
force upon Hethla, there aren't tidal waves in the seas to speak of,
|
|
perhaps once or twice a year there's noticeable waves, but that's
|
|
about it. The moons have been explored, both by Hethlans and many
|
|
others, but no signs of life have been found on either. The smaller
|
|
moon spins at such a rapid rate that it has cast its' atmosphere off
|
|
ages ago. The bigger is just an average young earth-world, there has
|
|
been talk with the Arcane that the Elves would get to build a local
|
|
navy outpost there, but nothing definite has happened in years.
|
|
|
|
As mentioned in passing above, Hethlans regard the Arcane as gods.
|
|
However, in addition to these local gods they also worship an entity
|
|
known as Mhola (the protector of the sphere, the rider on the waves of
|
|
heat, the luckgiver), and through this worship the clerics gain their
|
|
spells. The arcane are thought to be sons of this Mhola (a gigantic
|
|
female figure), and they are in charge of justice and order. Financial
|
|
details are entirely in human hands. The giants' only god is known as
|
|
Booola (the eternal wader, the untiring worker), and giants too have
|
|
clerics, who have somewhat different spell repertoires than human
|
|
priests (complete spell lists aren't given for either, they both have
|
|
the usual spells plus many dealing with magma, fire and earth. The
|
|
giants also have spells used to control Physique, and humans possess
|
|
many spacefaring magics). The priests don't get any but the most basic
|
|
of spells outside their homesphere, and this is another reason why the
|
|
Hethlans haven't much explored the world outside their sphere.
|
|
|
|
There aren't many mages on Hethla, since the clergy usually grabs the
|
|
most promising youths. However, the few mages that there is, are very
|
|
much individualistic and left alone by the common folk. Only the least
|
|
powerful of mages live within the cities, the others carve themselves
|
|
a citadel out in the basalt flats. Why they all are escaping from
|
|
civilization is a mystery, there certainly isn't anything unusual in
|
|
the wilderness.
|
|
|
|
The Arcane and their priesthood wield the law-enforcement powers on
|
|
Hethla. The society itself is very law-abiding, due to the extremely
|
|
severe sentencing of criminals. The most common way to get rid of
|
|
unwanted persons is to shoot them into the lava using the huge
|
|
Catapult of Fate, there's one in every city. However, the Hethlans,
|
|
having been conditioned to harsh justice throughout generations abhor
|
|
the thought of crime, especially violent. As such, there are no
|
|
familiar thieves' guilds anywhere on the planet, and the foreign
|
|
organized crime families are very subdued on the Spire since most
|
|
cases of executions are foreigners.
|
|
|
|
Compared to life on normal planets Hethlans have it very easy. Food
|
|
is easily gathered for large amounts of people, cities stay in shape
|
|
for centuries without extensive repairs, due to a global unity there
|
|
hasn't been any wars for the last two thousand years, there isn't much
|
|
work to be done (a couple of hours per day is sufficient). And there
|
|
seems to be no cloud behind this silver lining, diplomats living on
|
|
Hethla have discovered no hidden secrets about the planet.
|
|
|
|
Scenario ideas on or near Hethla:
|
|
|
|
-*- Smuggling a priceless giant artifact (as in art object, the giants
|
|
aren't very handy with magic) to an offplanet client. The giants have
|
|
memories of elephants and will never forget the deed. And every time
|
|
the culprit returns to this sphere, the giant-priests spells will
|
|
notice him and he'll be the target of various nasty magics (boiling
|
|
blood, heat metal, personal drought and various others).
|
|
|
|
-*- Of course some PC or NPC commits a horrendous social gaffe and is
|
|
to be executed at dawn. A raid to the local temple is necessary (don't
|
|
make this happen in Hethlon).
|
|
|
|
-*- Mardigris, an enterprising Thri-Kreen captain has invented a very
|
|
good source of money. His agents (one in every city) provide info on
|
|
criminals to be executed. On the day Mardigris' ship, Unseen Voyager,
|
|
equipped with a cloaking device found in an Ancients' base is waiting
|
|
over the sea. The catapults cannot be moved and he has calculated
|
|
where the victim will land. Just before he hits the lava, he's
|
|
teleported to the ship and replaced by an illusion of splashing lava.
|
|
These special effects are performed by Lairin Squithla, an ex-navy
|
|
elf, who has found this form of piracy very profitable. The victim is
|
|
then given a chance to arrange a huge amount of money in ransom or
|
|
he's sold to the Neogi.
|
|
|
|
However, one of his recent catches was Janz Skillings, a Waterdhavian
|
|
noble, whose family paid the ransom. Now the lad has returned to cause
|
|
trouble in the Sphere. Hethlan officials are trying to figure how the
|
|
guy was saved (and he's not the only one, there has been rumors of
|
|
some others returning from the dead). How they will convince the PCs
|
|
that they should be shot from the catapult is another matter.
|
|
|
|
-*- Another common occurrence are the magmen wars, no PC should miss
|
|
these. A flowing melee fought in some 60 C, using weird weapons is
|
|
something to amuse the players for half an hour.
|
|
|
|
-*- The PCs are approached by a smuggler who cheated the giants ages
|
|
ago. His contract with some crime boss or somesuch forces him to stay
|
|
in this sphere. And he's at least annually victim of such wonderful
|
|
spells as untiring worker (a boon for the giants, not such for a
|
|
human, duration 7 days), fly (no control), lose the path (effective in
|
|
space too). He begs the PCs to go placate the giants, he hasn't dared
|
|
to set foot on Hethla since his deed.
|
|
|
|
After this scenario, it could be hard to persuade the PCs to try out
|
|
the first scenario idea.
|
|
|
|
-*- A mining company executive notices the PCs (obviously star hicks
|
|
who know nothing of honest toil) and tries to sell them a 'salted'
|
|
mine. At a very low price, the PCs might buy it just out of curiosity.
|
|
|
|
-*- Another mining company is looking into the exploration of the lava
|
|
seas. The giants report having sighted huge metal deposits floating on
|
|
the surface.
|
|
|
|
-*- The town of Ryu gets a wonderful idea, why not capture a passing
|
|
comet using spells and save the trouble to go watercarrying every
|
|
week. The PCs are hired to explore and, if necessary, sterilize the
|
|
comet (what it does contain, lowlife, stray mindflayers, some disease,
|
|
is up to you). And do the spellcasters succeed in bringing the comet
|
|
safely on the surface. Do the PCs escape the comet in time, or do they
|
|
plummet toward Hethla inside it. And do the citizens of nearby towns
|
|
really wish to continue to freeze in the polar regions when they could
|
|
just fly to Ryu and come back with a big chunk of ice.
|
|
|
|
-*-A hauler snaps a rope and the ship falls on the very-quickly
|
|
melting ice cube in the lava. The PCs have to improvise their rescue
|
|
attempt.
|
|
|
|
-*- The PCs are helping with the ice-men on the pole when they stumble
|
|
upon an Ancient-base under the ice (if every planet really has to have
|
|
at least one dungeon in your universe).
|
|
|
|
-*- A group of 'Radical Thinkers', an atheistic conspiracy, hires the
|
|
PCs to grab some books (ledgers, diaries) from an Arcane. They are
|
|
trying to figure out various mysteries of Hethla (and how much cash
|
|
have the Arcane already swindled).
|
|
|
|
-*- The RT manage to slay the Arcane in Magnamund, and the civil
|
|
unrest spreads quickly.
|
|
|
|
-*- The RT leader is discovered to be a disguised dizantar when PCs
|
|
storm their stronghold in the wilderness.
|
|
|
|
-*- When trying to form a stronghold on a moon on the outermost planet
|
|
in the system, the PCs are hired to protect the elementalist who's
|
|
going to excite a local volcano. The ceremony is performed within an
|
|
old dwarfhold that's full of undead. Also, the elementalist sees
|
|
notices of earlier volcano-god activity in the stronghold and decides
|
|
to have the whole place explored completely. Either the PCs placate
|
|
the elemental god, and gain the Hethlans a new planet, or they get a
|
|
real close view of a planetary explosion.
|
|
|
|
-*- The Arcane organize the big auction on the Hiver-ship. In a week
|
|
of mock-battles, diplomatic parties and at least one theft attempt
|
|
(the PCs follow, there's only a few thieves so that the whole arsenal
|
|
won't be used against their ship) the PCs are caught in a web of
|
|
intrigue. The PCs learn of the major fault of the ship (no protection
|
|
on the underside), what are they going to do with their knowledge,
|
|
sell it to the highest bidder, inform the arcane, or what.
|
|
|
|
|
|
Helthlan Ships:
|
|
|
|
Haulers are flat, quite unseaworthy (MC E) ships used to carry ice
|
|
from the polar regions to the cities. One ship can muster a maximum of
|
|
700 tons (metric) of water, carrying it using four sturdy metal-ropes
|
|
underneath. The ship travels through space, using only tactical speed
|
|
due to the great load. The helmsman is usually a mid-level cleric or a
|
|
free-lancing mage. The defense isn't very good, but the area around
|
|
Hethla is kept safe from space vermin by conventional warjammers. The
|
|
ships are quite useless on long journeys, most of the deck space is
|
|
sacrificed to winches, extra ropes, spare harpoons and as such they
|
|
possess very spartan crew quarters and next to nothing cargo space.
|
|
|
|
Masher is a variation of Hammership, built of stone, and having a huge
|
|
lava pool in the midship-area. For weaponry it carries three heavy
|
|
catapults and an aft-firing heavy jettison. The crew consists of
|
|
battletrained Hethlans and hired mercenaries. The main danger to other
|
|
ships' survival are the spellcasters on board who routinely have at
|
|
least a few turn rock to magma- spells that are used very effectively
|
|
on stones just after the launching. These ships are commonly used to
|
|
protect the ice haulers by having them circulate the planet
|
|
constantly.
|
|
|
|
Airships are the most common form of transport on Hethla. These 20 ton
|
|
ships running with minimal helms haven't got much in the way of
|
|
protection, but due to their huge sails they're very maneuverable
|
|
(MC:B). They are also used to catch the bolha floating in millions
|
|
over the hot seas. For that activity the two biggest sails are
|
|
replaced with nets. In combat airships are helpless, but as they stay
|
|
near the cities or fly at low altitudes, they aren't expected to be
|
|
attacked by other jammers.
|
|
|
|
Hiver is a recent addition to the Hethla arsenal, only one ship has
|
|
been built thus far. The hiver itself is a heavily armed slow battle
|
|
platform, but its' brood is much more dangerous. These 10 ton ships
|
|
use a minimal helm (maximum size 20 tons, max speed 2, calculated as
|
|
with a minor helm) and carry a lava-gun, operated by a priest of at
|
|
least 5th level. The rarity of such priests means that these ships
|
|
won't grow in popularity soon. The ship had its test in a big fight
|
|
against neogi two years ago, and the Arcane are planning to sell the
|
|
plans to the highest bidder in near future.
|
|
|
|
The main shipyard on Hethla is on a big flat plateau near the Spire,
|
|
it can accommodate over 200 ships easily and has a big wet dock too
|
|
(cost is high due to massive evaporation). The hethlan shipbuilders
|
|
and architects are constantly trying out new designs and pestering the
|
|
traders to bring more and more wood here, as they are quite fed up
|
|
with building basalt ships all the time. The newest project is to
|
|
build a huge (at least 3 miles in diameter) garden on the plateau in
|
|
the deep quarries, and that's why several ships have been hired to
|
|
transport soil from more normal earth worlds. They have also hired
|
|
several mages to explore the variations in Plant Growth spells, most
|
|
druids consider this gardening an abomination.
|
|
|
|
|
|
Hethlan monsters:
|
|
|
|
The plateaux are very barren of life and the depths of the lava oceans
|
|
have never been explored, so most of the monstrous encounters occur on
|
|
the surface or nearby the lava-seas. And most 'monsters' are just
|
|
animals whom the PCs stumble across, only the magmen are real enemies.
|
|
|
|
The magmen are already familiar (from which MC I've no idea, I have
|
|
only the first one) and most of the animal life is just normal animals
|
|
having excessively high body temperatures, weird diets and high armor
|
|
classes.
|
|
|
|
There exists, however, a wide variety of strange creatures that have
|
|
adapted to the extreme nature of Hethla and could easily become
|
|
dangerous foes to most parties. No stats are given, use your
|
|
imagination (or pester me enough to type these up properly :-).
|
|
|
|
Spinfishers were already mentioned, these are huge, about 5 meter
|
|
tall, very spindly daddy longlegs-lookalikes that have quick reflexes,
|
|
metallic bodies and slow minds.
|
|
|
|
Holeshooters are a species of worms (or perhaps snakes) that live in
|
|
long tunnels they've drilled into the basalt. A couple of times an
|
|
hour they shoot toward sky at sub-sonic speeds trying to capture bolha
|
|
flying overhead and are then returned to their holes by their
|
|
rubberous tails. A collision with a ship would be most unfortunate.
|
|
The Hethlans have mapped most 'shooter areas and avoid them
|
|
vigilantly.
|
|
|
|
A new variety of life (it was first observed only a few years ago) is
|
|
the lichenscraper. It is a 3' by 3' metal cube moving slowly across
|
|
the plateaux. It is able to move on almost vertical surfaces without
|
|
falling, and consumes all lichen that it goes over. It has been put
|
|
forward that the 'scraper could be just a magical food-gathering
|
|
machine or somesuch.
|
|
|
|
Feel free to think up new creatures, but DO mail me the most bizarre
|
|
ones !
|
|
|
|
How to use Hethla:
|
|
|
|
As you have seen, Hethla is quite far from the usual fare offered to
|
|
the space-faring PCs. The planet could either be used as a place to
|
|
have adventures every time the PCs come here, or you could easily have
|
|
a campaign where the PCs are working for the Arcane, many of the given
|
|
scenario ideas are most easily fitted into a campaign of this sort. Or
|
|
Hethla could be the target of a coup of enormous proportions (using
|
|
the Radical Thinkers as a lever), after all, replacing the Arcane with
|
|
another absolute ruler wouldn't be a big change for the inhabitants
|
|
who have gotten used to being led by their noses during the millennia.
|
|
|
|
|
|
ILDIRS
|
|
|
|
Ildirs is a flatworld, with a radius of some 6 000 kilometers. It is
|
|
tidally locked (it always turns the same side toward it) with the sun,
|
|
and as such its' two sides feature very different kinds of life. The
|
|
planet spins around its' axis slowly (completes a rotation in 1200
|
|
standard days), as this hasn't got any effect on the surface, the
|
|
inhabitants hadn't even discovered this. Ildirs has got one moon with
|
|
normal circulation.
|
|
|
|
The atmosphere is standard on the top, easily breathable by most
|
|
civilizations, on the backside all the gases in the atmosphere have
|
|
long since liquified.
|
|
|
|
The planet is quite flat, the only major mountain is the spike
|
|
standing in the exact center of the world (height 10 kilometers), the
|
|
other areas are merely hills compared to this.
|
|
|
|
Since the planet is so far from the sun, the topside doesn't get very
|
|
hot. In fact, its' weather is regarded as one of the most pleasant
|
|
known to spacefarers, the temperature is an uniform 27 throughout the
|
|
year, the rains are very light and the lack of big ocean areas
|
|
precludes strong winds. The prevalent terrain type is rainforest,
|
|
though there are areas of hills and some deserts.
|
|
|
|
The backside is quite different, temperature there is so close to
|
|
absolute zero that all gases have solidified. There are hundreds of
|
|
thousands of gigantic **jpuikko** all pointing away from the sun. The
|
|
backside hasn't been explored but very briefly and from the safety of
|
|
a ship.
|
|
|
|
The top side features a complete, if a bit slow-evolved ecosystem.
|
|
Most of the plants there are bright red or purple in color, as to
|
|
better capture the light from the sun. And there hasn't been any need
|
|
for the reptiloid/amphibian lifeforms to step away from the throne,
|
|
birds are non-existent and mammals occupy only a small support role.
|
|
|
|
The vast forests covering most of the world are an eerie experience
|
|
for the traveller for the most part they are silent and instead of
|
|
birds there are large butterflies swooning about in the sunshine.
|
|
Sometimes an explorer can spot a rare winged frog (very poisonous) or
|
|
become the victim of an ignorant spider-killer tortoise (who leap on
|
|
the spiders from the trees), there are also many other forms of
|
|
jurassic life never before seen on other planets. There aren't,
|
|
however, any standard-issue dinosaurs found on Ildris, the creatures
|
|
only rarely attain sizes in excess of 2 meters. Another group of
|
|
animals mysteriously missing are the fish, they have been completely
|
|
replaced by amphibians in the few lakes and rivers.
|
|
|
|
On the clearings in the jungle lives a race calling themselves the
|
|
Njigra, commonly thought as black-skinned elves. Each clearing (size
|
|
2-10 square kilometers) supports a single family of these humanoids,
|
|
they are very warlike, and regard any creature not from their tribe an
|
|
enemy and a potential meal (foreigners only, they aren't cannibals).
|
|
Since the clearings are separated by vast tracts of jungle it wouldn't
|
|
be very common to have huge wars, but the Njigra have bred a species
|
|
who can carry them aerially. This Ymbla, or jet-frog, is a peculiar
|
|
creature and the elves constantly hone their skills in aerial warfare.
|
|
Battles are fought high over the surface and the casualty rates in
|
|
these fights are high (most projectiles are coated with a variety of
|
|
poisons). However, the wars aren't an all-for-all affair, rather the
|
|
Njigrae practice a fine art of diplomacy, where treaties can last from
|
|
a few minutes to decades. And the wars are always fought 'gentlemanly',
|
|
away from the villages and never endangering the innocent (especially
|
|
females and the young).
|
|
|
|
The other sentient race on the topside are the amphibian Tasloi, who
|
|
rule the rainforests around the biggest lakes. The Njigrae hate them
|
|
thoroughly but have no effective means to fight with them (the tasloi
|
|
keep to the ground all the time, and are as much familiar with the
|
|
myriads of poisons as the elves themselves). The tasloi have a
|
|
planetwide kingdom, ruled much like the Aztec nation: lots of gold and
|
|
jewels, voluntary sacrifices, priests rule the whole kingdom, most of
|
|
the skills used in building the large ziggurat-towns have been
|
|
forgotten, mentions of spacefarers in legends. These towns are immense
|
|
in size, probably the some of the biggest structures built by
|
|
normal-sized humanoids, each city can easily accommodate 20 000 (over
|
|
100 000 when crowded) tasloi. Their god-king lives in a palace in the
|
|
midpoint of the kingdom, this palace is built of black marble (the
|
|
other ziggurats are of more 'mundane' stones) and every ceiling is
|
|
lined with gold. Gold is very abundant in the jungle-regions of
|
|
Ildris, and tasloi have once had far reaching mines under the nearby
|
|
hills, nowadays they are largely deserted. The tasloi worship an
|
|
obscure pantheon of diverse deities (Glu'kk the Scribe whose priests
|
|
double as historians, Mna'gt whose priests alter all history according
|
|
to their own whims), who apparently all require constant sacrifices.
|
|
|
|
There's a single spelljammer outpost on Ildris, this Whitehold
|
|
consisting nowadays of perhaps twenty buildings, was founded by a
|
|
priest of Mystara from Toril some thirty years ago. This patriarch
|
|
laid down the laws that every visitor on the planet must obey or be
|
|
expatriated very quickly: no aid whatsoever is to be given to a
|
|
Njigra-tribe, no animals are to be released into the jungles, the
|
|
Tasloi shan't be pestered (the last expedition was eaten). These laws
|
|
sound pretty harsh, and many have thought that by disobeying them they
|
|
could end the wars on Ildris quickly. The patriarch died three years
|
|
ago, before his death he had gained quite a big congregation that is
|
|
carrying on with his work. There are perhaps twenty ships permanently
|
|
stationed to Ildris, and usually there's at least a few outsiders on
|
|
vacation here. The clearing where Whitehold stands is surrounded with
|
|
a broad moat, which contains a large number of crocks and water
|
|
snakes. This is used both to protect the travellers from Njigrae (who
|
|
seem to have difficulties in honoring any treaties with foreigners)
|
|
and to prevent any animals from invading the jungles (not that they'd
|
|
have a high life expectancies there, but the jammers have learned
|
|
their lesson from the Marinas-disaster). Most of the NPCs stationed on
|
|
Ildris are persons of a religious persuasion who are trying to show
|
|
the Njigrae the advantages in taking up religion instead of spear. So
|
|
far they have been totally unsuccessful in their attempts, their tries
|
|
aren't helped by the fact that most priests won't get their full
|
|
allotment of spells on Ildris. And this is a fact that has brought the
|
|
normally not very close priesthood into amiably working with each
|
|
other. With the tasloi isn't much contact, they live so far from the
|
|
Whitehold and have responded violently to every attempt to build a
|
|
base near them / explore their dwellings. Neither race has shown any
|
|
particular interest in spelljamming, but the tasloan legends are full
|
|
of stories with blue giants in sky chariots (apparently arcane who
|
|
gave up with these creatures probably due to the bloodthirst).
|
|
|
|
The darkside is a totally alien environment for all travellers. But it
|
|
is not totally devoid of life. Some of the largest **jpuikko** have
|
|
been hollowed out and are inhabited by the hateful Zalathi, the ice
|
|
goblins. They spend centuries in hibernation, but when an unfortunate
|
|
ship or a kindori-sized animal comes too close to their home, they set
|
|
forth in their coneshaped ice-ship to capture them (treat the **jp**
|
|
as a 100- ton ship equipped with a piercing ram) at amazing speed (SR:
|
|
10 for short bursts, this is the fastest ship known). The ships then
|
|
return to the planet using some sort of ropes. The darkside hasn't
|
|
been explored at all, the few crews trying that have either returned
|
|
with severe frostbites or fallen victims to these iceships. And it
|
|
really is improbable that there would be anything found among the
|
|
**jpuikko**.
|
|
|
|
Scenario ideas:
|
|
|
|
-*- A priest runs away from the Whitehold and joins a tribe. His
|
|
bosses are eager enough to get him back to pay the PCs a handsome
|
|
reward.
|
|
|
|
-*- A Njigra-tribe tries to gain the upper hand in a particularly
|
|
nasty war by trying to capture the PCs ship. They succeed and the PCs
|
|
are given a creaking damselfly to get their own ship back.
|
|
|
|
-*- The Rourke's Rift scenario where the Njigrae storm the Whitehold
|
|
en masse.
|
|
|
|
-*- A new priest of Cheslor hires the PCs to accompany him on a
|
|
'conquistading' trip to the Tasloi. When it doesn't go so well, the
|
|
PCs are polymorphed into Tasloi and sent over to investigate the
|
|
cities.
|
|
|
|
-*- The PCs discover the uppermost stories of Tasloan ziggurats to be
|
|
space ships, their engines eating gold. 40 ton ships made of stone,
|
|
lousy maneuverability (E), quite slow (SR: 2), no weapons usable in
|
|
space. However, the tasloi start approaching all manner of travellers
|
|
willing to pay absurd amounts of gold for viable weapons.
|
|
|
|
-*- The Tasloan gods return, and they _aren't_ the standard issue
|
|
Arcane, but evil in nature. This would be a good followup to the
|
|
previous idea, perhaps discovering the ziggurat-tops' nature was some
|
|
sort of a cosmic test. And the tasloi would have soon dwindled into
|
|
oblivion without the PCs' aid...
|
|
|
|
|
|
FLIM-FLAM - the great gnomic starbase
|
|
|
|
This 'ship' circling the local sun on a close orbit is one of the
|
|
fanciest ideas the gnomes have got lately. A rich gnomeclan liquidated
|
|
all their assets and spent all cash on used ships on Rock of Bral,
|
|
Refuge and many other famous shipyards. Instead of equipping every
|
|
ship with a helm they bought a couple of major ones and transported
|
|
the ships to this location over a time period of a standard year. Most
|
|
of the clan remained here and together they have patched a truly
|
|
unique structure of the few score ships brought here. There are almost
|
|
as many gravity planes here as there are ships and walking is at best
|
|
awkward, at worst dangerous.
|
|
|
|
Why the gnomes gave up their pleasant mountain on Oerth and travelled
|
|
to this godforsaken place is a complete mystery. And no gnome
|
|
interviewed ever gives the same reasons, some claim that here they get
|
|
awesome suntans, others tell about the elmarin-hunting trips, yet
|
|
another fellow told spoke about how the 24-h days perk up their giant
|
|
hamsters, etc. The gnomes have indeed taken up many different pursuits
|
|
after founding the FF, there's indeed a three-ship elmarin hunting
|
|
company, another fleet boasts with their exploits on every comet that
|
|
ever comes near (two so far).
|
|
|
|
No matter that the whole structure is thoroughly gnomish in fashion,
|
|
all doors are only 4' high and there's no night here, the place is a
|
|
big hit among spacefarers. They come here from all spheres to meet up
|
|
with old friends and to gain new, the whole place buzzes with rumors
|
|
and stories. The gnomes are making a fortune by asking truly
|
|
ungentlemanly prices for the hotel rooms and meals, but no captain
|
|
dares to leave his crew to live on the ship and lose his face, he buys
|
|
the best (and it certainly isn't that good) food for all of them. The
|
|
reason to all this is an artifact possessed by the gnome chief (an
|
|
illusionist of 10th level), it projects an aura of general goodwill
|
|
that has made FF such a safe place, it affects most races, neogi seem
|
|
to be the only immune ones (not that this would be general knowledge,
|
|
only the chief and a few assistants know of the Ball of Jolliness'
|
|
existence.)
|
|
|
|
Lizardmen have lately been asking whether they could lease a wing off
|
|
the base. They think that this could be a perfect place to let the
|
|
eggs hatch, the local primary is one of the yellowest stars in the
|
|
known spheres and the FF is a much more stable structure than any of
|
|
their broodships. The other races have been spouting various
|
|
displeased comments upon the matter and the gnomes are on the verge to
|
|
say no to the lizards. Secretly to all the lizardmen have already some
|
|
ten eggs smuggled here (not a crime, but they want to keep it secret),
|
|
they are disguised as barristerheads on their luxurious Sznnn'gk
|
|
dragonship (the ship hasn't moved in 6 months, the eggs are expected
|
|
to hatch in a few weeks now). What the offspring will be like, is an
|
|
open question, the lizardmen themselves think that they're going to
|
|
see the future of the scaly race emerge from the eggs.
|
|
|
|
FlimFlam consists of perhaps 100 ships nowadays, its' tonnage exceeds
|
|
some of the biggest dwarfholds and it has never been attacked
|
|
seriously, their fleet isn't that big, but the base itself packs many
|
|
orthodox weapons and some new inventions to surprise the enemies. FF
|
|
has never been moved and no-one expects the gnomes to be able to do so
|
|
anyway, even though they've installed large Steering Rockets on almost
|
|
every level surface on the outside. These rockets apparently burn
|
|
powder, at least a dracon captain, whose ship was 3/4ths vaporized
|
|
during a test run claims so.
|
|
|
|
The FlimFlam isn't a nation and there aren't any embassies from the
|
|
various spacefaring nations. But individuals of many species and even
|
|
more races brush shoulders constantly in the myriads of shops, taverns
|
|
and hotels here. Due to the effects of the ball even the most hateful
|
|
enemies tend to behave themselves here, there's even a Beholderish
|
|
Racial Issues Committee based here that vainly tries to forge peace
|
|
between the warring clans. Pale elves (supposedly drow) and
|
|
mindflayers tend to avoid the place due to the merciless sunlight, but
|
|
they are indeed occasional visitors here.
|
|
|
|
-*- Not really suited to specific scenarios, just a Spelljammer
|
|
variety of the Floating Vagabond or something. Perhaps the PCs could
|
|
complete a serious night of carousing by going joyriding on the lizard
|
|
chief's ship.
|
|
|
|
-*- A criminal with a Brooch of Mind Protection comes over and begins
|
|
a one-man terror campaign against all inhabitants. The PCs face him at
|
|
the immense powder vaults, facing a combat against sparks and the
|
|
Ball's suggestions to "put down yer weapons and head down to Mike's
|
|
Meadland".
|
|
|
|
-*- After the PC's foil the criminal's attempts, the gnome chief asks
|
|
the group to lead 'the hugest ship convoy of all time'. In order to
|
|
double FF's size, the PCs shall buy tens of ships and helms and lead
|
|
the fleet here. As a reward they get a 'ship of their own choice', as
|
|
payment they carry well over three million gold coins to Refuge. Can
|
|
the PCs keep the cash from thieves, or do they succumb to their own
|
|
greed.
|
|
|
|
<Yes, incidentally, I _was_ listening to Black Sabbath (Planet
|
|
Caravan) and Deep Purple (Space Truckin') when I wrote this one.>
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
NEW MONSTERS
|
|
|
|
The following monsters are intended for use in a Spelljammer
|
|
campaign, but they can also be used in standard "dirtside" campaigns,
|
|
with a little creativity.
|
|
|
|
|
|
ARATHAX [ SPELLJAMMER ]
|
|
|
|
Climate/Terrain: Wildspace (asteroids, ring systems)
|
|
Frequency: Very Rare
|
|
Organization: Pack
|
|
Activity Cycle: Not applicable
|
|
Diet: Herbivore
|
|
Intelligence: Low to Average
|
|
Treasure: Nil
|
|
Alignment: Chaotic Good
|
|
|
|
No. Appearing: 2-8
|
|
Armor Class: 4
|
|
Movement: 18", 48" fly (MC B)
|
|
Hit Dice: 4 + 2
|
|
THAC0: 15
|
|
No. of Attacks: 3
|
|
Damage/Attack: 1-10/1-10/1-6
|
|
Special Attacks: Nil
|
|
Special Defenses: Nil
|
|
Magic Resistance: Standard
|
|
Size: L (6' a shoulder, 16' wingspread)
|
|
Morale: Average - High
|
|
XP Value: 450
|
|
|
|
Appearance: The Arathax is a winged, reptilian creature about the
|
|
size of a small horse. In fact, the head and body of the Arithax are
|
|
almost identical to that of a draft horse. The wings and tail of the
|
|
creature are more like those of a bird than a reptile, having long
|
|
coarse feathers. Arithax usually have and plain, metallic grey color,
|
|
while the wing and tail feathers boast a wide variety of colors which
|
|
vary with each individual.
|
|
|
|
Combat: The Arathax fights with its forelegs and teeth. When forced
|
|
to fight, they will do so in large numbers. After the second round of
|
|
combat, there is a 10% chance per round, cumulative, that 1-6
|
|
additional arathax will come to help fend off attackers. They will
|
|
generally avoid ships.
|
|
|
|
Habitat/Society: The arathax are native to the asteroid clusters of
|
|
wildspace, and they have been encountered in many spheres. In some
|
|
spheres, arathax have taken to living in the mountains of earth worlds
|
|
and in air worlds where floating islands are available, but these
|
|
cases are so rare that they do not warrant further discussion.
|
|
Sometimes a spacefaring human or elf will take an arathax as a mount.
|
|
The agreement will be a mutual partnership, however, as an arathax
|
|
will never act as a simple beast of burden.
|
|
|
|
Ecology: Arathax are similar to pegasi in their behavior. They travel
|
|
within asteroid clusters feeding off the various lichens that grow
|
|
there. The packs are nomadic, and travel wherever there is food. In
|
|
general, they try not to bother humans and other space travellers.
|
|
The Rock of Bral would be a perfect place to find arathax, but the
|
|
creatures do not attempt to eat the vegetation on the Rock. They do,
|
|
however, feed on the nearby ones. An arathax has tight breath
|
|
control, and it can last four times as long as most creatures on its
|
|
own air envelope. They have excellent senses, and they always seem to
|
|
know if a given asteroid will have edible food and/or breathable air.
|
|
|
|
|
|
|
|
HOLOMATH [ SPELLJAMMER ]
|
|
|
|
Climate/Terrain: Wildspace, Air worlds
|
|
Frequency: Varies
|
|
Organization: Pod
|
|
Activity Cycle: Variable
|
|
Diet: Special
|
|
Intelligence: Non-
|
|
Treasure: Nil
|
|
Alignment: Neutral
|
|
|
|
No. Appearing: 3-18
|
|
Armor Class: 8
|
|
Movement: Fly 12" (MC E)
|
|
Hit Dice: 12
|
|
THAC0: N/A
|
|
No. of Attacks: Nil (see below)
|
|
Damage/Attack: Nil (see below)
|
|
Special Attacks: Cloudkill
|
|
Special Defenses: Nil
|
|
Magic Resistance: Standard
|
|
Size: H (18' diameter)
|
|
Morale: N/A
|
|
XP Value: 2500
|
|
|
|
Appearance: A holomath appears as a very large balloon or ball, with a
|
|
mouth-like opening in front. They tend to be off-white in color, and
|
|
have very few distinguishing features.
|
|
|
|
Combat: The holomath will never act on a foe until it is attacked.
|
|
When this happens, it will blow gas at the attacker, which functions
|
|
like a "cloudkill" spell. The victim is allowed a saving throw, at -
|
|
2. Failure results in nausea (as opposed to death) that lasts 3-18
|
|
rounds, during which time the character is unable to do anything other
|
|
than choke and wheeze. Note that this will also drop the atmosphere
|
|
one place in quality (fresh to fouled, fouled to deadly). A holomath
|
|
will also do this if a ship merrily bumps into it, so captains of all
|
|
races avoid them.
|
|
|
|
Habitat/Society: Holomath travel in groups, often around air worlds,
|
|
but they can be found anywhere in wildspace. Phlogisin is deadly to
|
|
them, and they are never found there.
|
|
|
|
Ecology: The holomath feed on the trace gases that can be found in
|
|
wildspace and around air worlds. They use their "mouth" to inhale the
|
|
gases, where they remain until the creature digests it. By this time,
|
|
the holomath has shrunk to about two-thirds of its full size, and will
|
|
starve within two to eight days if no more food is available. Hence
|
|
they remain within close proximity to an air world, and will drop into
|
|
the upper atmosphere if necessary.
|
|
|
|
|
|
ORBMAX [ SPELLJAMMER ]
|
|
|
|
Climate/Terrain: Any
|
|
Frequency: Very rare
|
|
Organization: Small group
|
|
Activity Cycle: Varies
|
|
Diet: Omnivore
|
|
Intelligence: High
|
|
Treasure: Nil
|
|
Alignment: Any
|
|
|
|
No. Appearing: 1-4
|
|
Armor Class: 3
|
|
Movement: 18" (MC A)
|
|
Hit Dice: 4
|
|
THAC0: 16
|
|
No. of Attacks: 1
|
|
Damage/Attack: 2-16
|
|
Special Attacks: nil
|
|
Special Defenses: nil
|
|
Magic Resistance: 35%
|
|
Size: S (2' diameter')
|
|
Morale: Champion
|
|
XP Value: 350
|
|
|
|
Appearance: The orbmax is a mutant species of beholder, and looks
|
|
like a small version of the parent race. Only four eye stalks are
|
|
present on an orbmax. They can take on the appearance of any beholder
|
|
sub-species, but the orbmax do not have the hatred of one another that
|
|
the parent species has. They float via levitation, like other
|
|
beholders.
|
|
|
|
Combat: Orbmax prefer not to fight, but when they do they bite with
|
|
their large mouths. Unlike most beholders, orbmax do not have any
|
|
magical powers in their eye stalks (except for levitation) in their
|
|
central eye. However, the presence of five eyes ensures that they are
|
|
never surprised, and gives them infravision and ultravision of up to
|
|
60 feet.
|
|
|
|
Habitat/Society: The orbmax were developed as slaves for the
|
|
beholders. Those that fail to please their masters are eaten, so they
|
|
often look for ways to escape (beholders are strict masters). Those
|
|
orbmax that have escaped and are now free, they still have a
|
|
compulsive need to serve a master, or to work as an employee for
|
|
someone else. They were designed for that purpose, and simply do not
|
|
know any other way to live. Once they escape their masters, they try
|
|
to find someone a little more lenient to work for. In light of this,
|
|
they prefer to serve humans, demi-humans, and other friendly races.
|
|
Neogi are worse that beholders, and illithids like to eat their
|
|
brains. They frequently act as servants for wealthy people, often as
|
|
a floating butler, maid, cook, or other skilled servant. They can be
|
|
taught skills like any other character, and they can adapt quickly to
|
|
new challenges. Some have signed on as crew members of ships, often
|
|
handling light tasks such as maintenance, cooking, or
|
|
clerical/administrative tasks. One orbmax works for a Bral merchant
|
|
as an accountant, for instance.
|
|
|
|
Ecology: Orbmax are omnivorous, and can in fact eat almost anything.
|
|
They can levitate up to thirty pounds of material at a time, and can
|
|
perform a variety of tasks simultaneously. Orbmax that are
|
|
encountered by characters are either lone travellers without a master
|
|
to serve, or are serving a master of some sort. Orbmax that are still
|
|
in the service of beholders are rarely brought on tyrant ships, but
|
|
can be found in beholder outposts.
|
|
|
|
|
|
TABAXI (cat-man) [ SPELLJAMMER, any earth-like world ]
|
|
|
|
Climate/Terrain: Temperate and Tropical forest/jungle
|
|
Frequency: Rare
|
|
Organization: Pride
|
|
Activity Cycle: Twilight-Night-Dawn
|
|
Diet: Omnivore (prefer meat)
|
|
Intelligence: Average-High
|
|
Treasure: 5% magical sword or weapon
|
|
Alignment: Chaotic Neutral
|
|
|
|
No. Appearing: 2-8
|
|
Armor Class: 6
|
|
Movement: 15"
|
|
Hit Dice: 2
|
|
THAC0: As 2 HD monster
|
|
No. of Attacks: 3
|
|
Damage/Attack: 1-3/1-3/1-3 or by weapon type
|
|
Special Attacks: Nil
|
|
Special Defenses: Nil
|
|
Magic Resistance: Standard
|
|
Size: Medium (man-sized)
|
|
Morale: High
|
|
XP Value: 30
|
|
|
|
Preface: This creature originally appeared in the original Fiend
|
|
Folio, and to my knowledge it has not appeared anywhere else. I pulled
|
|
this together by special request, and I have since adapted it for
|
|
Spelljammer.
|
|
|
|
Appearance: The Tabaxi, or cat-men, are man-sized, feline humanoids.
|
|
They are quite lithe and move with the smooth-easy grace of cats.
|
|
They have human like faces and build, but with pointed cat-like ears,
|
|
and a tail. They are covered with a coat of fur, whose thickness and
|
|
pattern varies from one group to another, but is usually tawny and
|
|
stripped with black, like that of a tiger. They rarely wear clothing.
|
|
|
|
Their eyes are usually green or yellow, and are slit-pupilled. They
|
|
have retractable claws.
|
|
|
|
Combat: Tabaxi are very adept at using human weapons, and can learn
|
|
how to use them is a surprisingly short period of time. They tend to
|
|
avoid complex weapons like crossbows, but will easily use bolas,
|
|
atlatls, and even blades if they are not overly heavy. Typically, if
|
|
a weapon has no value as a tool or hunting weapon (ex: a two-handed
|
|
sword is strictly designed for killing humanoids) they avoid it. If
|
|
armed with a weapon, a Tabaxi will use it as any human or demi-human
|
|
would. If unarmed, they will fight with their fore claws (1-3 points
|
|
each) and their bite (1-3). If the Tabaxi is pinned on its back it
|
|
will be unable to bite, but may be able to use one of its rear claws
|
|
for 1-4 points of damage. In hunting, they usually take their prey
|
|
through quick surprise and ambush. Two individuals will try to chase
|
|
prey into the claws of another. Like house cats, they may "play" with
|
|
injured prey before killing it. They have a natural camouflage which
|
|
allows them to "Hide in Shadows" at 60%, and they can "Move Silently"
|
|
at 55%. Finally, they are very good at seeing a trap for what it is,
|
|
so there is only a 10% chance of trapping a Tabaxi.
|
|
|
|
Habitat/Society: Tabaxi live in isolated areas of forests and
|
|
jungles, keeping away from humans and other humanoids. A pride
|
|
consists of two to eight adults (one to four males, and one to four
|
|
females), and perhaps one to three young. Young have only one hit
|
|
die, and will typically avoid combat unless cornered. Individual
|
|
prides usually do not associate with other prides, but rarely do they
|
|
fight one another. Lairs can be in hollow trees, isolated thickets,
|
|
caves, or whatever is useful to them. They hide their lairs and
|
|
themselves with scents and aromatic herbs. They are tool users when
|
|
they find it useful or convenient. Their tools are usually wooden or
|
|
bone, and are never complex.
|
|
|
|
Ecology: Tabaxi are extraordinary hunters, and prefer a diet of meat,
|
|
especially small mammals and fish, which they usually eat raw.
|
|
However, in times of famine they will eat edible plants and nuts.
|
|
They will only deal with other races when it is convenient for them,
|
|
and they NEVER trade with others. Such actions are considered
|
|
demeaning. They have their own language, and some individuals can
|
|
speak common, and other regularly encountered languages such as Elven
|
|
or Dwarven, depending on who the neighbors are.
|
|
|
|
Variants: The coat of a Tabaxi can vary tremendously, just like those
|
|
of house cats. In colder temperate forests, their coat tends to be
|
|
quite thick, like that or a persian or himalayan cat. This strain of
|
|
tabaxi is very rare, and tends to travel in larger prides of four to
|
|
twelve. These prides often have a leader, often the strongest female.
|
|
|
|
History: The Tabaxi are native to a distant, earth-like world. The
|
|
world is currently occupied by an imperialistic inter-stellar empire
|
|
(you GM's can decide which one) that is attempting to subjugate it.
|
|
The native tabaxi are putting up quite a fight, and the invaders are
|
|
constantly on the alert for tabaxi raids. Terrorism is even practiced
|
|
by some of the more fanatical strains. Some tabaxi have been captured
|
|
and taken off-planet. At one time the invaders captured entire groups
|
|
of them and sent them elsewhere, in hopes of breaking the resistance.
|
|
This has resulted in tabaxi colonies appearing all over the known
|
|
spheres. Space faring Tabaxi (jokingly called "Space Cats" behind
|
|
their backs) are more civilized than their homeworld bretherin, and
|
|
freely mingle with the other space faring races. They frequently sign
|
|
on with ships of human design, but are not known to have any ships of
|
|
their own. They tend to dress in tunics and knee-high boots.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
PERSONALITIES
|
|
|
|
This section contains full descriptions of peoples mentioned
|
|
elsewhere in this guide, or who work in connection with them. Where
|
|
possible, full sets of stats are provided. In these cases, the "+"
|
|
and "-" symbols indicate that these stats were changed from their
|
|
original values, up or down, at some point during the character's
|
|
lifetime. Also, the statistic "Comlieness" is included in the
|
|
character descriptions. Even though the statistic has fallen out of
|
|
favor with the second edition, it is still used by many GMs and
|
|
players, and is included here for their benefit.
|
|
|
|
================================================================
|
|
Belieth the Benign
|
|
Race: Half-Elven Female
|
|
Class: Fighter/Mage, 8th/9th level
|
|
THAC0: 13
|
|
Armor Class: 4 (chainmail vest)
|
|
Age: 49
|
|
Height/Weight: 5'1" / 96 lbs
|
|
Homeland: Muldravian Empire, Chorrad'ek, Cartania, Solaris
|
|
Alignment: Chaotic Good
|
|
Str 17; Dex 15; Con 18; Int 18; Wis 16; Cha 15+; Cml 15
|
|
|
|
Belieth the Benign (family name Dariman) is a typical half-elf
|
|
with shoulder-length dirty blonde hair, violet eyes, and a love-
|
|
goddess figure. She is the illegitimate daughter of a landowner and
|
|
an elven merchant. Her human mother was an alcoholic and abused her
|
|
frequently. As a result, she doesn't like to talk about her
|
|
childhood. She was ultimately raised by an uncle who taught her the
|
|
ways of magic, and otherwise prevented her from becoming a delinquent.
|
|
When her uncle died and his business closed, she signed on to an ocean
|
|
ship and effectively ran away. She sailed around for a while,
|
|
eventually falling into the Silver Osprey Company, a group of good-
|
|
aligned, free-wheeling adventurers. She has been with them ever
|
|
since.
|
|
She can be found with any member of the Silver Osprey party
|
|
(usually her husband, Hall-ee-mor Dargess), often posing as a consort,
|
|
but really acting as a sword hand. She has a biting sense of humor,
|
|
and is a natural for practical jokes. These jokes are always
|
|
harmless, but hilarious. Her jokes often mix well with Hall's
|
|
stories, so the two of them are great company at a gathering.
|
|
Belieth's cynical optimism (an oxymoron, but that's the best way to
|
|
describe it!) can raise the morale of the most distraught individual,
|
|
almost as well as any bard.
|
|
In the spelljammer universe, she simply enjoys seeing new things
|
|
and meeting new people, so she can often be seen sight-seeing, or
|
|
milling around a tavern. Her childhood was one of constraints, and
|
|
she is still enjoying the freedom to travel about. Despite her past,
|
|
she is not haunted by it, though many still consider her a wildcat.
|
|
When combat starts she may revert to her old mind-set (fighting hard
|
|
and not at all fair). She will generally use a crossbow before a
|
|
magic spell, and most of her spells are combat oriented.
|
|
When she is at home on Cartania, she is co-manager of a busy
|
|
tavern in Maplegrove, that she and her husband own. She relentlessly
|
|
teases Hall at every opportunity, but this does not hide the fact that
|
|
she loves him fiercely.
|
|
----------------------------------------------------------------
|
|
Dargess, Hall-ee-mor, the "Bard of Wildpace"
|
|
Race: Half-elven Male
|
|
Class: bard, 12th level
|
|
THAC0: 15
|
|
Armor Class: 7
|
|
Age: 50
|
|
Height/Weight: 5'8" / 132 lbs
|
|
Homeland: Olvenholt, Chorrad'ek, Cartania, Solaris
|
|
Alignment: Neutral Good
|
|
Str 18.90; Dex 18; Con 16; Int 14; Wis 18; Cha 16; Cml 15
|
|
|
|
Hall was born in a run-down city in the Worldspine mountains of
|
|
Cartania, to a poor, but stable family. By the time he was 22,
|
|
however, his mother had died in childbirth (to his younger brother),
|
|
and his father was murdered in his shop. Hall and his younger brother
|
|
fled the city and enlisted in the Muldravian army. Eventually they
|
|
were split up by assignments. Hall's brother was reportedly killed on
|
|
some nameless battlefield, in a forgotten skirmish with some raiders.
|
|
Hall left the army after ten years, looking for something new.
|
|
He worked as a scribe for a while, but found that too dull. His
|
|
acquired skills caused him to eventually become a bard, especially
|
|
given his knack to synthesize different versions of tales into a
|
|
consistent, cohesive whole. He became a founding member of the Silver
|
|
Osprey party, and now owns a tavern named in the party's honor.
|
|
When the party re-formed and took up spelljamming, Hall jumped at
|
|
the chance. He has a vivid memory, and he loves collecting tales from
|
|
all over. His personal library of songs and tales is an envy to most
|
|
bards. It can be argued that his knowledge of folklore is reaching
|
|
sage proportions, because his travels on different worlds has given
|
|
him knowledge of literally hundreds of events, people, and places.
|
|
When travelling, he is often carrying a small notebook, sketching
|
|
notes and listening to stories, to be used as material later on.
|
|
Sometimes, he whips out his mandolin and does an im-promptu
|
|
performance. His performances are always a marvel to watch and hear.
|
|
He is married to Belieth the Benign, and the two are never far
|
|
apart. In fact, he can't imagine life without her. Her teasing is
|
|
sometimes a cause for embarrassment, but he doesn't mind.
|
|
----------------------------------------------------------------
|
|
Droitian, Bagath
|
|
Race: Human Male
|
|
Class: Cosmitist Druid, 12th level
|
|
THAC0: 14
|
|
Armor Class: -7
|
|
Age: 31
|
|
Height/Weight: 5'8" / 151 lbs
|
|
Homeland: Waterdeep, Toril
|
|
Alignment: Neutral Good (see below)
|
|
Str 11; Dex 11; Con 14; Int 11; Wis 18; Cha 15; Cml 15
|
|
|
|
Bagath Droitan is a stocky man with a thin beard and moustache,
|
|
and with close-cropped, thick black hair. He always wears the dark
|
|
grey robes of a Cosmitist Druid, which give him a mysterious air. He
|
|
is a founding member of the Silver Osprey party, but he is not a
|
|
native of Cartania. He hails from Toril, from a village near
|
|
Waterdeep. His parents were Cartanian, however, and were Druids of
|
|
the same Cosmotist faith. When Bagath was about eight, they embarked
|
|
on a pilgrimage to their home land. Sadly, the ship was attacked by
|
|
neogi shortly after entering the Solaris sphere, and his parents were
|
|
killed before a patrol ship drove the neogi off. He was taken to
|
|
Beacon, where some other druids raised and cared for him. When he was
|
|
sixteen, he vowed to take his parent's ashes "home," and travelled
|
|
with some other druids to Cartania. Once there, and with his personal
|
|
quest fulfilled, he remained on Cartania and took up a life of a free
|
|
adventurer.
|
|
When he joined the Silver Osprey party, he never divulged his
|
|
true origin, keeping it a secret. He was uncomfortable about leading
|
|
people into the stars, a realm he knew to be all too dangerous. The
|
|
party always knew he was different, because he would stare at the
|
|
night sky for hours. It wasn't until Tiegorus joined the party that
|
|
he felt the urge to explain his true origin, if only to her. When the
|
|
group took to space, he told them all about his origins. At first
|
|
they were hurt by his prolonged silence, but they quickly understood
|
|
his reasons.
|
|
The Cosmotist faith is more of a philosophy (like the Path of the
|
|
Way) than a religion. They believe that everyone is made from a
|
|
mixture of cosmic energy, and is placed in the universe to improve it
|
|
somehow. At death, the energy reverts to the cosmos, and is
|
|
eventually re-mixed to form another being. As such, they believe that
|
|
if you can't improve something, that you should leave it as it is. It
|
|
also places great emphasis on stewardship in nature. Hence, Cosmotist
|
|
priests are treated as druids for spells and point advancement, but
|
|
they can be of any good alignment and there is not a restricted number
|
|
at the upper levels.
|
|
Bagath has a deep hatred for undead (especially liches), because
|
|
he considers them a travesty of the universal order: their energy
|
|
should be sent back to the cosmos where it belongs. He is married to
|
|
Tiegorus of Maplegrove, and often acts as her conscience.
|
|
----------------------------------------------------------------
|
|
Ferrengal, Deliliah: Commodore MSN, CO "Plight of Andromeda"
|
|
Race: Human Female
|
|
Class: Fighter, 15th level
|
|
THAC0: 5
|
|
Armor Class: -2 (plate +3, shield, ring of protection +1)
|
|
Age: 47
|
|
Height/Weight: 5'11" / 145 lbs
|
|
Homeland: Muldravian Empire, Chorrad'ek, Cartania, Solaris
|
|
Alignment: Neutral Good
|
|
Str 18.36; Dex 17+; Con 14; Int 15; Wis 13; Cha 16+; Cml 14
|
|
|
|
Commodore Ferrengal is a rather tall woman in her mid-forties,
|
|
with a full head of red hair (usually tied into a braid or bun). She
|
|
is a very well-respected officer, and the High Command has considered
|
|
promoting her to Rear Admiral. Many doubt she would accept the
|
|
promotion, however. Ferrengal started out in the surface navy at age
|
|
sixteen. After one tour, she vanished for three years, and joined the
|
|
MSN at 23. She has never disclosed where she was during those three
|
|
years, and people have given up asking.
|
|
Her current command is a Marlin, the "Plight of Andromeda." This
|
|
ship contains a full complement of crack deck crew, a highly trained
|
|
marine force (for boarding actions), and several priests and mages.
|
|
One point of interest is that Ferrangal's ship is entirely crewed by
|
|
women. Ferrangal claims that mixed-gender crews are a distraction for
|
|
all on board, which in turn causes a break-down of military
|
|
discipline. This practice has fostered some very nasty rumors about
|
|
Ferrangal's personal life. At any rate, many of the Muldravian
|
|
commanders agree with this "single gender" philosophy and practice it
|
|
themselves. The practice is an issue of great controversy.
|
|
The "Plight of Andromeda" has become one of the most feared ships
|
|
in the Solaris sphere. Ferrengal is efficient to the point of being
|
|
ruthless, and this shows in the performance of her crew. If you
|
|
decide to pick a fight with her, reconsider while you still can.
|
|
Ferrengal has commanded the "Plight" for eight years, and during
|
|
that time she has proven herself one of the best tacticians in the
|
|
MSN. Her most recent achievement was a one-on-one battle with an
|
|
Illithid Deadnaught, the "Bringer of Nightmares." Ferrengal and the
|
|
Illithid commander engaged in a lengthy battle of wits. The two ships
|
|
chaced and darted about the Cumara nebula in Solaris space for almost
|
|
two months, neither one being able to catch the other. The Illithid
|
|
commander made a subtle mistake in trying to break the stalemate,
|
|
however. His Dreadnaught was cloaked in an illusion to look like part
|
|
of the nebula, but since the ship was opaque, the stars on the far
|
|
side of the nebula could not be seen through the "cloud." Ferrengal
|
|
swerved her ship at the Dreadnaught, and the two ships played out a
|
|
fight that lasted over four hours. In the end, the Dreadnaught was
|
|
pierced twice and most of the Illithids on board were killed, while
|
|
the "Plight" suffered surprisingly low casualties. Five Illithids
|
|
were taken prisoner, as were ten human mercenaries. About fifteen
|
|
slaves were freed.
|
|
Recently, Ferrengal has been accepting missions outside the
|
|
Solaris sphere, mostly of the search-and-pursue type. The Muldravian
|
|
Empire has been sending ships into other spheres to spy on the United
|
|
Illithid Fleet. Recently, the "Plight" and its sister ship, "The
|
|
Arrow of Rigel," have been seen in Realmspace, investigating rumors of
|
|
Illithid bases in the Tears of Selune.
|
|
----------------------------------------------------------------
|
|
Mind Sifter, Grand Admiral, United Illithid Fleet
|
|
Race: Illithid
|
|
THAC0: 14
|
|
Armor Class: 2 (ring of protection +3)
|
|
Age: 56 (assumed)
|
|
Height/Weight: 6'0", 140 lbs
|
|
Homeland: Oerth (assumed)
|
|
Alignment: Lawful Evil
|
|
Str 12; Dex 11; Con 18; Int 19; Wis 19; Cha 12 (18 for Illithids); Cml
|
|
9
|
|
Special: Mind blast, suggestion, charm person/monster, hypnosis, ESP,
|
|
levitate, astral projection, plane shift.
|
|
|
|
Even among his own kind, "Mind Sifter" (his mental label
|
|
translated into Common) is considered to be the most arrogant,
|
|
conceited, meglo-manic, and dangerous Illithid alive. His Illithid
|
|
name is impossible for non-Illithids to even attempt, so only his use
|
|
name is presented here. Mind Sifter has worked the space lanes for
|
|
over twenty years, and shows no signs of slowing down. When the
|
|
Illithid nations decided to form a united fleet, Mind Sifter
|
|
immediately volunteered to act as the chief admiral. Several other
|
|
volunteered as well, but all of them vanished within a few days of
|
|
announcing their intentions. Mind Sifter has built up a personality
|
|
cult of sorts, such that he always has at least seven Illithids
|
|
bodyguards with him, all of them ready to die for him. Furthermore,
|
|
several Illithids have been trained to imitate him both mentally and
|
|
physically, so as to mislead assassins.
|
|
Mind Sifter listens to no one except the directors of the
|
|
Illithid fleet, and then only when it suits him. In Greyspace, his
|
|
greatest area of activity, the elves have clashed with him on a number
|
|
of occasions. A truce is always drawn, but Mind Sifter breaks it as
|
|
soon as it is convenient to do so. It has gotten to the point where
|
|
the elves are considering an all-out strike on the fleet. The trouble
|
|
is, they can't find out where the base is. Mind Sifter himself never
|
|
stays with one ship, so it is impossible to know where he is at any
|
|
one time.
|
|
Fortunately, the Illithid fleet is currently more interested in
|
|
securing trade routes and protecting the mutual well-being of the
|
|
member states. Mind Sifter claims that this is his primary concern as
|
|
admiral, and that he is only doing what is necessary. In truth, he
|
|
sees the Illithid fleet is his means to conquering worlds or even
|
|
entire spheres. Some of the Illithid nations are prepared to support
|
|
him in this endeavor! His meglo-mania aside, he is a competent
|
|
admiral. His performance during the Vodani War proved that. He never
|
|
takes unnecessary risks, and always has five or six back-up plans for
|
|
any action he undertakes. His uncanny ability to plan and anticipate
|
|
multiple outcomes, and always come out on top regardless, is the
|
|
reason why he has survived in such a high position. He is perhaps the
|
|
most dangerous Illithid alive.
|
|
----------------------------------------------------------------
|
|
Raleigh, Garadin
|
|
Race: Human Male
|
|
Class: Rogue/Swashbuckler, 10th
|
|
THAC0: 16
|
|
Armor Class: 3 (leather armor +4)
|
|
Age: 36
|
|
Height/Weight: 6'0" / 155 lbs
|
|
Homeland: Unknown
|
|
Alignment: Chaotic Good/Neutral
|
|
Str: 13; Dex 17; Con 12; Int 17; Wis 14; Cha 16; Cml 18
|
|
|
|
Garadin Raleigh is the archetypical dashing scoundrel. Examples
|
|
of this type of character include: Captain Okona (from Star Trek: The
|
|
Next Generation, "The Outrageous Okona"), Han Solo, and Lando
|
|
Calrissian (from the Star Wars cycle). His ship is a modified
|
|
Tradesman called "The Elusive Damsel," and it has been magically
|
|
altered so that he can operate the ship at full efficiency alone, AND
|
|
he has equipped it with spells and devices that lower the armor rating
|
|
and increase the maneuverability. He frequently takes on a few hired
|
|
hands to operate the balista, however, just in case. He never hires
|
|
crewmen for more than one voyage at a time. That way, people can get
|
|
out any time they want, and he can dismiss someone when he wants. He
|
|
doesn't like owing people anything, and he doesn't want people to owe
|
|
him either.
|
|
His history is very sketchy, and he tries very hard to keep it
|
|
that way. What is known is that he has been in space for most of his
|
|
life, and has visited at least fifty different worlds in seventeen
|
|
crystal spheres. He has a good head for business, and his efficiency
|
|
as a cargo carrier is never questioned. He has a contact in every
|
|
sphere he has visited, and can always find work through them.
|
|
Sometimes he needs their help to hide as well.
|
|
He is better known for his flamboyant style and prowess with
|
|
women. He always buys the best food, stays at the best inns, and
|
|
visits the best places wherever he goes. He believes in living life
|
|
to the limit of human endurance, because he is convinced that every
|
|
trip he makes will be his last. He is almost always in the company of
|
|
a woman, and he sometimes claims to be going for some kind of record.
|
|
Any female character can expect to be approached by him, especially if
|
|
they have a high charisma, and are members of the human, half-elf, or
|
|
elven races. Most intelligent women see him for what he is right out,
|
|
but still think he is a lot of fun. An evening with Garadin Raleigh
|
|
is never dull.
|
|
Sometimes he gets caught up in things that he takes personally.
|
|
He hates neogi, for instance, and will go to great lengths to mess up
|
|
one of their schemes. He never fights them directly. He considers
|
|
sabotage and tampering more effective. He is very adept at getting to
|
|
places that other people can't, and some diplomats have even booked
|
|
passage on his ship.
|
|
The Rock of Bral is one of his favorite places, and he can often
|
|
be found there, "between jobs." He is never unemployed for long; his
|
|
services are always in demand. When his silver and brass Tradesman
|
|
docks at Bral, many freight handlers are happy to see him, as are many
|
|
of the single women of Bral.
|
|
The Elusive Damsel can be considered a tradesman in terms of
|
|
physical layout, but the hull has been given a layer of thin, magical
|
|
wood, and metal plating, that collectively raise the armor rating one
|
|
place. Also, he has a device similar to an elven "Rudder of
|
|
Maneuverability" that raises the maneuverability class from D to B.
|
|
The entire ship is gilded with silver, brass, and copper highlights,
|
|
and screams of money. Raleigh is paid very well for his work.
|
|
----------------------------------------------------------------
|
|
Resika, Malath. Commanding Officer, IEN Wanderer
|
|
Race: Elven Male
|
|
Class: Fighter/Mage (12th, 10th)
|
|
THAC0: 10
|
|
Armor Class: 0 (+2 plate)
|
|
Age: 486
|
|
Height/Weight: 5'5" / 118 lbs
|
|
Homeland: Evermeet, Toril
|
|
Alignment: Neutral Good
|
|
Str 16; Dex 14; Con 12; Int 17; Wis 13; Cha 15; Cml 13
|
|
|
|
Rear Admiral Resika is the archetypical explorer. Throughout his
|
|
entire career in the Imperial Navy (over a century) he has been fond
|
|
of exploring new areas, and seeing new things. When the admiralty of
|
|
Evermeet offered him the "Wanderer," he jumped at the chance.
|
|
Currently, the Wanderer is assigned to travel the spheres looking for
|
|
lost elven colonies. Resika has indeed found many lost colonies, but
|
|
he has also initiated peaceful contact with several planet-bound races
|
|
on a variety of worlds. He isn't exactly like Jean-Luc Picard from
|
|
Star Trek: The Next Generation, but he is close.
|
|
Resika is surprisingly friendly for an elf of his rank. When a
|
|
strange ship appears, he tries to talk peacefully with them. He has a
|
|
modified flitter that he sometimes takes to visit other ships, or land
|
|
on worlds, to initiate peaceful relations. He never, under any
|
|
circumstances endangers his ship. The welfare of the Wanderer is as
|
|
important to him as his mission, and he would rather die than let his
|
|
mission be recalled on account of a damaged ship. Rumor has it that
|
|
the Wanderer has been modified to match his personal specifications,
|
|
which are far above the standards demanded by the Imperial Navy.
|
|
Resika is one of the good guys, without a doubt. He tries to look
|
|
at everyone with an open mind, and he always tries to find a peaceful
|
|
solution. When options are low, he tries to uncover more options!
|
|
Despite his military calling, he dislikes war. Anyone who
|
|
encounterers Resika will find him a great conversation, and actually
|
|
very friendly (in an aloof, elven way).
|
|
----------------------------------------------------------------
|
|
Seko
|
|
Race: Human Male
|
|
Class: Sage
|
|
THAC0: 20
|
|
Armor Class: 10 (9 HP)
|
|
Age: 75
|
|
Height/Weight: 5'6" / 112 lbs
|
|
Homeland: Shou Lung, Toril
|
|
Alignment: Neutral Good
|
|
Str 5-; Dex 4-; Con 11; Int 18; Wis 17; Cha 15; Cml 13
|
|
Special: Noweapon Proficiencies: Celestial Navigation (16),
|
|
Astronomy (18), Wildspace Survival (14), Semaphore (18), General
|
|
Planetology (15), Realmspace Planetology (18), and Spacemanship (5).
|
|
|
|
Seko is a frail, elderly, Oriental man who once worked on a Shou
|
|
Lung dragonship that had the misfortune of crashing on Cartania. He
|
|
survived the crash, but his body was permanently damaged. He can
|
|
still move around normally, but his physical skill are gone. He was
|
|
considered one of the best navigators in the Shou Lung fleet, and his
|
|
skill as a navigator is never questioned. He currently works for the
|
|
Silver Osprey party, and they never question his advice.
|
|
He is a wealth of knowledge for all aspects of spelljamming, and
|
|
he has been compiling a library of the worlds and spheres he has
|
|
visited. He has accelerated his work on this collection of books,
|
|
because he fears that his life will end soon, and he does not want his
|
|
life's work to go unfinished.
|
|
Seko is an enigma. He rarely speaks, but when he does he can
|
|
give a book's worth of advice and almost any aspect of life. What's
|
|
more, the advice is meaningful. After spending many years of his life
|
|
on Cartania, he is glad to be in space again. However, he has passed
|
|
up numerous opportunities to return to Shou Lung. He has found planet
|
|
life to constrained, and fears that if her returned to Shou Lung, the
|
|
emperor will make him remain as an advisor to his admirals. He wants
|
|
a simple life, and he wants it in space.
|
|
----------------------------------------------------------------
|
|
Tiegorus (Cherylyn Serianna) of Maplegrove.
|
|
Race: Human Female
|
|
Class: Mage (no specific school of magic), 12th
|
|
THAC0: 17
|
|
Armor Class: 3 (bracers of defence AC 3)
|
|
Age: 50 (28 from magical longevity effects)
|
|
Height/Weight: 4'10" / 98 lbs
|
|
Homeland: Kien Islands, Cartania, Sphere of Solaris
|
|
Alignment: Chaotic Good
|
|
Str 10; Dex 18+; Con 14-; Int 20+; Wis 14; Cha 18+; Cml 17
|
|
Weapon Proficiencies: Staff, Taw Kwan Do
|
|
Special: Immune to 1st and 2nd level Illusion/Phantasms
|
|
|
|
History: Cherrylyn Serianna Tiegorus, or Cherry was born on April 16,
|
|
1182 (Cartanian Calendar). Her father was human, her mother half-elf.
|
|
She is proportionally small, like an elf, with reddish-brown hair and
|
|
blue-green eyes. She was a triplet, but only one of her sisters is
|
|
still alive.
|
|
At the age of ten, after showing a natural talent for magic, she
|
|
was sent into an apprenticeship with a group of reclusive magicians.
|
|
She completed her studies at eighteen, and promptly took up a very
|
|
flamboyant adventuring career, filled with dilettante style living,
|
|
whirlwind romances, and lots of parties with her adventuring
|
|
companions.
|
|
This first phase of her life ended abruptly when a war broke out
|
|
in her homeland, and of her family only an uncle and one identical
|
|
sister survived. She left her party and spent several years trying,
|
|
unsuccessfully, to find them. She has never truly given up on this
|
|
quest.
|
|
The years of frustration in trying to find her uncle and sister
|
|
made her very distraught, and she underwent a type of "mid-life
|
|
crisis." She wandered about Cartania, trying to find a place to settle
|
|
and become a "real wizard." She never stayed long in one place,
|
|
however, claiming that the place wasn't right somehow. In truth, she
|
|
didn't know what she wanted, knew it, and was very close to hating
|
|
herself. She was near suicide at one point, and only the intervention
|
|
of an old friend (a member of her original party) stopped her. Her
|
|
friend, by this time wealthy and established, took her in at that
|
|
point, and she started to put her life back together.
|
|
Her life changed radically with the discovery of an old tome
|
|
describing and order of wizards called the Nimar. She had heard of
|
|
this order, credited with protecting Cartania in ages past, only to be
|
|
banished at the end of the Magic Wars (a period of wanton magical
|
|
hell). This book described what the Nimar actually were like. Much
|
|
of the knowledge they used had been lost after the Magic Wars, and she
|
|
decided to find it. She encountered a group of characters of similar
|
|
power (the Silver Osprey Party), and joined with them. Since she had
|
|
a purpose in life again, she began to "loosen up" and become more like
|
|
her old jovial self.
|
|
Her life changed again when the Silver Osprey Party encountered
|
|
the most powerful foe they ever encountered: Drogatha the Everdragon
|
|
(Natives of Greyhawk know of him). Drogatha defeated the party hands-
|
|
down, and the survivors (about half) had to grant Drogatha some
|
|
concessions. Cherry has given a curse/quest: compile a spell library
|
|
of 1000 spells before the end of her natural life. At that time,
|
|
Drogatha would come and collect them. If she failed to complete the
|
|
task, or trick him in any way, he would turn her into a lich, and she
|
|
would forever be his consort. The Osprey Party partially disbanded at
|
|
that point, with many of the characters feeling that their luck had
|
|
finally run out.
|
|
As for Cherry, she has tried desperately to find a loophole in
|
|
Drogatha's terms, because they spell a fate truly worse than death.
|
|
So far, she has found only two routes out of it: she can use power
|
|
from the Negative Material Plane to destroy her own soul, leaving
|
|
Drogatha with nothing to transform (and destroying her own essence in
|
|
the process); OR, she can become an Arch-Lich (a very rare, Good
|
|
aligned Lich) under her own power before Drogatha can come to make
|
|
good on his promise. Neither option is appealing, but they exist.
|
|
As a result of this curse, she sometimes retreats into a silent
|
|
melancholy, as she considers her own future, and the possible fate of
|
|
Cartania, or any other world for that matter, if Drogatha had a
|
|
library as large as 1000 spells. However, it does not dominate her
|
|
life.
|
|
She still enjoys what life has to offer, especially good friends
|
|
and natural beauty. She is now married to Bagath Droitan, a Cosmotist
|
|
Priest (something like a Druid with Neutral Good alignment), and a
|
|
former adventuring companion. She is still searching for knowledge
|
|
about the Nimar, and her studies have taken her all over Cartania.
|
|
In fact, her quest has taken her outside Cartania. She now knows
|
|
that the Nimar were not restricted to Cartania, though that was their
|
|
greatest concentration. She has taken up spelljamming, and was
|
|
instrumental in re-uniting the Silver Osprey party as a spelljammer
|
|
group. She had a modified Damselfly Ship, called the Oridia, but it
|
|
recently became the victim of an unfortunate accident... Now, she and
|
|
her companions book passage on other ships to travel. She is
|
|
currently set on purchasing a new ship.
|
|
Most of the time, she and her companions are "dirtside," looking
|
|
for knowledge about magic and/or just seeing what there is to see.
|
|
Because of this, she can be encountered in any standard game world.
|
|
Because of her travels, she has access to spells from all over the
|
|
known spheres. Any spell from virtually any world could appear in her
|
|
library, so one should hesitate before challenging her in combat,
|
|
since her magical skills are an unknown quantity.
|
|
She has a pseudo-dragon familiar, Nigerio, who has been with
|
|
Cherry for most of her career. He is a personable creature, enjoying
|
|
philosophical writings, exotic food, and stimulating conversation. He
|
|
has proven an invaluable assistant to Cherry on numerous occasions.
|
|
Cherry has the following magical items: A Robe of Eyes, a Ring of
|
|
Wizardry (2nd level spells), and her personal Staff. Her staff is a
|
|
by-product of her accumulated research. It is made of rare wood, is
|
|
about 4'6" long, and with a star-shaped tip holding a gem that
|
|
continuously changes color. Cherry is NEVER without this staff. It
|
|
is similar to a magi staff, and can perform the following:
|
|
|
|
Powers that drain no charges:
|
|
Read Magic, Detect Magic, Light, Feather Fall, Shield*
|
|
Powers that drain one charge:
|
|
Invisibility, Web, Fireball, Lightning Bolt, ESP, Tongues,
|
|
Magic Missile, Levitate, Dispel Magic, Ray of Enfeeblement,
|
|
Suggestion.
|
|
Powers that drain two charges:
|
|
Telekinesis, Cone of Cold, Wall of Fire, Conjure Elemental,
|
|
Wizard Eye, Teleport, Passwall.
|
|
Arcane powers: Absorb spells to recharge, Store ten levels of
|
|
spells (as a Ring of Spell Storing), Astral Projection
|
|
(drains five charges, lose 1-6 strength points upon return.
|
|
Strength returns at a rate of 1 point/hour).
|
|
|
|
If the staff is ever broken it will perform a retributive strike, as a
|
|
Magi Staff. Normally, it performs all spell functions at two levels
|
|
below Cherry (10th at present), and it can strike creatures hit only
|
|
by magical weapons. However, it has no "to hit" bonus and is
|
|
considered a normal weapon in calculating damage. Finally, though the
|
|
"Shield" function drains no charges, it can only be used as many times
|
|
in a twenty-four hour period as there are charges in the staff. Like
|
|
most staves, this one can hold 25 charges before becoming "full."
|
|
Overloading it will result in a retributive strike.
|
|
For the record, the construction of this staff took a LONG TIME:
|
|
about two years to construct the formula, another year to gather the
|
|
ingredients, and eight months for actual construction.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
LEGENDS AND LORE
|
|
|
|
Here are some legends and stories to enhance the flavor of a
|
|
Spelljammer campaign. It is up to you to decide weather or not they
|
|
are true!
|
|
|
|
------------------------------------------------------------------------
|
|
The currents of the Phlogistin, by Terrigimar.
|
|
(Those of you who have read "Skull and Crossbows" know of
|
|
Terrigimar, the space faring lich. Terrigimar conducts research on
|
|
the Phlogistin from his modified Dragonfly ship. His vessel was last
|
|
seen in the flow near Realmspace).
|
|
|
|
There is reason to believe that the crystal spheres move about in
|
|
the flow, like corks floating in a tub of water. After consulting
|
|
with historical maps and other records, I do not believe this to be
|
|
the case. Instead, I believe that the crystal spheres are stationary,
|
|
at least in relation to one another, and that the currents of the flow
|
|
are what change.
|
|
For as long as historical records have been kept, there have been
|
|
currents connecting the three spheres of Realmspace, Greyspace, and
|
|
Krynspace. At present, transport between Greyspace and Krynnspace is
|
|
very difficult, but several centuries ago (at about the time of
|
|
Krynn's Cataclysm) Greyspace and Krynspace shared a strong two-way
|
|
current. Now, such a current exists between Realmspace and Greyspace.
|
|
According to conventional wisdom, Greyspace "moved" to a different
|
|
location, and the two-way current moved with it. However, if this were
|
|
the case, the three-way connection between the three spheres would
|
|
have been lost. If, on the other hand, the flow current moved for
|
|
some reason, but the spheres remained stationary, the three-way
|
|
arrangement would have changes, but would still exist.
|
|
My research has concluded that the spheres themselves rotate on an
|
|
internal axis, and that this rotation is very rapid. People inside
|
|
the sphere are unaware of this, because they are all moving together
|
|
with the sphere's gravity well. Upon entering the flow and breaking
|
|
free of a sphere's gravity well, one on the ship may notice their
|
|
portal moving away at an alarming rate. Simply put, the surface of a
|
|
crystal sphere is always moving. This is why portal searches are
|
|
required to enter a sphere.
|
|
All of the spheres rotating create turbulence and eddies in the
|
|
flow, which allow the currents to exist. The current between Greyspace
|
|
and Krynspace was lost shortly after the Cataclysm. I believe that
|
|
this sudden change in Krynspace caused the sphere to rotate in a
|
|
different direction, which destroyed the current. These changes in
|
|
currents also allowed a new current to develop between Greyspace and
|
|
Realmspace. To travellers, however, this movement is impossible to
|
|
track. All they notice are slight changes in landmarks. In the past,
|
|
these changes were attributed to the movement of the crystal spheres.
|
|
In truth, it is because the currents of the flow are always changing.
|
|
As a result, each trip through the flow is unique; the same exact
|
|
route is never used twice.
|
|
I intend to continue my research on this theory, and with the
|
|
centuries of undead life before me, I expect to gather large amounts
|
|
of data.
|
|
|
|
------------------------------------------------------------------------
|
|
|
|
The Incident of Farbay: Cartania, 865 standard years past.
|
|
|
|
This account adds yet another contradiction to the legend of the
|
|
great ship "Spelljammer." The most disturbing aspect of the tale is
|
|
that it ACTUALLY HAPPENED. Some elves were eye witnesses, and some of
|
|
them still live. The following account is from the memoirs of a human
|
|
historian who lived in Farbay at the time:
|
|
|
|
"The reign of Dark Magic was at last coming to an end, and the
|
|
cursed Nimar were assumed soon to be gone, but before they left they
|
|
brought one more moment of fear to the people of the Land.
|
|
The last of the Nimar, twelve of them to be exact, came to Farbay
|
|
in a majestic Sky Galleon. Upon their arrival, the good people of the
|
|
city descended on the ship and destroyed it, but the Nimar, who
|
|
escaped the destruction, exhibited no concern. It was as if the loss
|
|
of the sky ship meant nothing to them. They went to one of the small
|
|
islands in the bay and created an enormous fire of green flame. The
|
|
flame formed a pillar, that rose to the height of a small mountain.
|
|
The people of Farbay were terrified, and many wanted to travel to the
|
|
island and destroy the Nimar at once. But, since the flame posed no
|
|
immediate danger to the city, and since most of the people were
|
|
frightened beyond words, they were left alone. The flame ended most
|
|
mysteriously. Instead of dying like a normal fire, it formed a long
|
|
shaft and flew into the clouds like a spear. It was as if the Nimar
|
|
had been searching for a great game bird, and released an arrow once
|
|
they had found it.
|
|
The flame must have contained a magic too terrible for a simple
|
|
one like myself to understand. After one phase of the red moon
|
|
[Irania, the second moon of Cartania], the summons was answered. It
|
|
was no game bird that answered the Nimar's summons, but a huge flying
|
|
manta ray, with a long tail like a scorpion, and a small city mounted
|
|
on its back! It blotted the sky at dawn, and glided above the surface
|
|
of the ocean without effort, finally coming to rest in the bay,
|
|
resting peacefully on the calm water.
|
|
The people of the city were expecting the great creature to
|
|
destroy the city, it not the entire world. Yet, the beast just sat
|
|
quietly. The Nimar, still on the tiny island, itself smaller than the
|
|
enormous creature, boarded a small boat and paddled toward the beast.
|
|
One brave soul mounted a griffin and flew above the winged beast. He
|
|
reported seeing many people within the city, many belonging to races
|
|
he had never seen. Oddly, they all appeared to be asleep. When he
|
|
attempted to land on the beast, his griffin was prevented from doing
|
|
so by two smaller versions of the great beast, who drove him back to
|
|
the mainland.
|
|
The Nimar however, boarded the craft without incident. Just
|
|
before nightfall, the beast took wing again, with the last of the
|
|
Nimar on board, travelling into the sky with a speed greater than the
|
|
finest sky ship. For days the people waited for the beast to return,
|
|
but it never did."
|
|
|
|
Commentary and analysis, by Tiegorus of Maplegrove:
|
|
Those who have studied the lore of Wildspace know this vessel to
|
|
be the "Great Wanderer," or "The Spelljammer" as it is more commonly
|
|
known. They will also know the two craft that engaged the griffin
|
|
rider as some type of Smalljammer. I have verified the authenticity
|
|
of this event through magical spells and speaking with aged elves
|
|
native to the area. The event has acquired the proportions of an epic
|
|
myth in the eight centuries since, but the above account can be
|
|
considered accurate.
|
|
One should note that this is the only confirmed instance, in all
|
|
of the worlds I have visited, of the Spelljammer actually LANDING, in
|
|
this case on water. The ship does not land because doing so would
|
|
break the spell it uses to hold its many passengers, which is sent
|
|
though the ship's atmosphere. The fact that all of the passengers
|
|
were asleep when the ship landed suggests that the craft must take
|
|
extreme measures to land (put everyone to sleep!) and therefore avoids
|
|
it.
|
|
Many less informed historians offer this story as proof that the
|
|
humans of Cartania built the Spelljammer at the onset of the Magic
|
|
Wars. That is simply not true: Accounts of the Spelljammer in other
|
|
spheres predate the earliest phases of the Magic Wars (2500 standard
|
|
years past) by several centuries. Furthermore, though the mages of
|
|
Cartania eventually harnessed sufficient magic to create such a craft,
|
|
it was not until the final phases of the Magic Wars that such powers
|
|
were available, and even then were used only sparingly.
|
|
I will accept a different theory, that the Wanderer was built by
|
|
a group of humans, sometime in the past, and that some (or even all)
|
|
of these humans established a settlement on Cartania. These would
|
|
naturally be the Nimar (on other worlds this ancient order of
|
|
spellcasters may have different names). The descendants of these
|
|
humans were the ones who summoned the great ship to Cartania. As for
|
|
where it was built, I can only make suggestions drawn from Arcane
|
|
records. The level of magic required to create such a craft has only
|
|
existed on a few documented worlds, and in each case it is currently
|
|
lost, the world no longer exists, or the knowledge is otherwise
|
|
unaccessible.
|
|
Be that as it may, the fact that the Wanderer came to Cartania,
|
|
landed, and "personally" carried the Nimar away, indicates that the
|
|
Nimar (by whatever name) had something to do with the creation of the
|
|
ship, and that the ship was "returning a favor" when it arrived. It
|
|
is highly unlikely that the Great Wanderer, who does not involve
|
|
itself with the affairs of groundlings, would respond to any summons,
|
|
no matter how compelling, unless its "conscience" required it to do
|
|
so.
|
|
|
|
Tiegorus of Maplegrove, Incumbent of the Nimar.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
The Rhyme of the Ancient Spelljammer
|
|
|
|
Adapted by Hall-ee-mor Dargass, Bard of Maplegrove, Subjugator of the
|
|
Improbable, Bard of Wildspace.
|
|
|
|
Translated from the Common by Richard J. Pugh
|
|
(with apologies to Samuel Taylor Colleridge)
|
|
(Copyright 1993)
|
|
|
|
Translator's notes: This tale exists in several forms, and on several
|
|
worlds (including our own "real" world). Hall-ee-mor Dargess is
|
|
renowned among bards for his ability to synthesize fragments of
|
|
stories into a cohesive whole. He spent several months working over
|
|
the various forms of this tale, and the resulting epic (presented
|
|
here) is a marvel to hear. Sadly, I lack the literary ability of the
|
|
renowned bard, and much of his wonderous poetry has been lost in the
|
|
translation. I have concentrated on preserving the imagery of the
|
|
tale, presented here in a prose format. Unlike most bard songs, this
|
|
one is not meant to be sung, but recited, possibly with musical
|
|
instruments in the background. Hall-ee-mor Dargess performs this tale
|
|
in that manner. If you ever visit the world of Cartania, and find a
|
|
village called Maplegrove, be sure to visit the Silver Osprey tavern
|
|
(Dargess and his wife operate the place), and request a recital of
|
|
this tale. You will never forget it.
|
|
|
|
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
|
|
Stanza the First
|
|
|
|
The old man in tattered armor approached the festhall where a
|
|
grand celebration was in progress. Three individuals, a Wizard, a
|
|
Warrior, and a Lady Sage approached the hall to partake in the joy.
|
|
The old man called to the Lady Sage.
|
|
"Hold," he said, and the Lady came to him. "I am a Spelljammer,"
|
|
he said, "who has travelled to more worlds than you can imagine.
|
|
Please listen to me." The Warrior and the Wizard entered the festhall
|
|
leaving their companion with the Spelljammer.
|
|
"Why detain me?" the Lady Sage asked. "I have never travelled
|
|
off-world and never plan to do so. Speak to one who would relish your
|
|
tale, and allow me to join my companions in celebration."
|
|
"Mine is a tale not to be relished, and not to be told to one of
|
|
narrow mind. I can see wisdom in your eyes. Hear me," the Spelljammer
|
|
insisted.
|
|
For an instant the Lady Sage was entranced by the look in the
|
|
Spelljammer's eyes. They appeared to be as deep as space itself, yet
|
|
sorrow and longing filled them as well. Inside the festfall, the
|
|
sounds of celebration suddenly grew louder. Lady Sage hesitated for
|
|
another moment.
|
|
"Tell me your tale," she whispered.
|
|
|
|
Stanza the Second
|
|
|
|
In a soft voice, the old man began to speak.
|
|
The vortex carried the ship far beyond they limits of the finest
|
|
maps, to where the rainbow currents of the flow had grown thin and
|
|
cold. They were trapped, unable to move more than an arm's length.
|
|
Their death seemed imminent. From nowhere a dragon of radiant colors
|
|
appeared and made a wide circle around the ship. The ship made a turn
|
|
toward the dragon, and a current began to carry it forward! The crew
|
|
rejoiced! The dragon had saved them from certain death. The current
|
|
would certainly help them find a path to safety! Such was not the
|
|
belief of the Spelljammer, who slew the dragon with a single balista
|
|
bolt. One of the slain dragon's scales fell to the deck of the ship,
|
|
and the corpse floated out of sight.
|
|
"Curse you Spelljammer!" cried the crew, "for slaying the radiant
|
|
dragon! Such was a sign of good omen!" The cries continued as the
|
|
ship moved slowly through the current. Gradually, the current grew
|
|
stronger, and the ship moved faster. At that the curses ceased, for
|
|
clearly the dragon was preventing the ship from reaching the flow
|
|
current that would take it home.
|
|
"Hail to thee Spelljammer!" cried the crew, "for slaying the
|
|
radiant dragon and setting us free!" The ship moved away quickly, and
|
|
all appeared well. For days the ship travelled, but no familiar
|
|
worlds did it find, and rest for the crew was possible. The space
|
|
around them was larger than the sky, but nowhere was there a breath of
|
|
air!
|
|
The lungs of the crew began to feel pain as the ship's air ran
|
|
low. "This is the spirit of the dragon taking revenge!" cried a crew
|
|
member. "Aye!" cried another, "we have been led to a death in deep
|
|
space!"
|
|
"Curse you Spelljammer! This is your doing! Carry your guilt to
|
|
the grave!" Again the crew turned on the Spelljammer. One crew
|
|
member took a length of silk chord and fashioned a harness. With it,
|
|
the scale from the slain dragon was slung around the neck of the
|
|
Spelljammer, and with magic was it made stationary.
|
|
|
|
Stanza the Third
|
|
|
|
The ship continued to drift; no worlds on which to land were
|
|
found. The crew grew week and sleep began to overtake them.
|
|
Suddenly, in the distance, another ship was sighted.
|
|
From the aftcastle came: "Ship port astern!" "But how?!" the crew
|
|
asked. "There is no current to move it! How can such a craft move?"
|
|
A closer look revealed a ship in the shape of a Kraken, slowly
|
|
approaching. It's color was white as death, for death itself was on
|
|
board. Two figures, were poised on the main deck of the ghostly ship.
|
|
One was a woman wearing tattered robes over a skeletal form, and two
|
|
red lights for eyes. The other was a black specter, with no
|
|
discernable form at all.
|
|
The crew became terrified, and begged the helmsman to carry them
|
|
free, but the ship would not move. The ghost ship came along side,
|
|
and the two figures threw dice to the floor below them. The specter
|
|
regarded the dice and shrieked "The crew is MINE!" His shadow form
|
|
enveloped both ships and the crew fell dead to the floor.
|
|
The Lich came to the Spelljammer, the only one left alive, with
|
|
the dragon scale still around his neck. "And you," she hissed, "are
|
|
mine."
|
|
At this the Lady Sage interrupted the tale: "Must you fill me
|
|
with fear, Spelljammer!?" she cried. "Leave me in peace!"
|
|
"Endure," he said, "I implore you." After a moment's hesitation,
|
|
he continued.
|
|
The Lich regarded the Spelljammer for a moment, then returned to
|
|
her ship. The ghost ship vanished, leaving the Spelljammer alone with
|
|
his tattered ship, and the bodies of his slain companions. He was
|
|
alone in deep space. No one would ever find him, no one would ever
|
|
hear him cry for help. In anguish he drew his sword and impaled
|
|
himself upon it. Yet, the wound closed at once.
|
|
"Curse everything that lives!" he cried. "I despise you all! I
|
|
can no longer live, and yet, I can not die! If some divine power can
|
|
hear me, grant me death!" But no answer came to him. His agony would
|
|
last forever, and rage was all he could feel.
|
|
After a long voyage, a world appeared. The tattered ship landed,
|
|
and the Spelljammer walked among people who could not see him. They
|
|
were happy people, who know about love, beauty, and grace. As he
|
|
returned to the stars, memories of his former life began to stir, and
|
|
the rage within him softened. Finally, a divine answered his plea.
|
|
The dragon scale fall to the deck and dissolved into dust. The spell
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|
was broken; he was free again.
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|
Stanza the Fourth
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|
Sleep claimed the Spelljammer, and he was awakened by a soft,
|
|
soothing breeze. For a moment, his spirit flew with the wind. He saw
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|
his tattered ship, the rainbow currents of the flow, and a hundred
|
|
worlds in an instant. In a sudden frenzy of light, the ship was
|
|
restored, and life returned to the crew. The Spelljammer is amazed
|
|
and overjoyed, but confusion overtook him when he viewed the bodies of
|
|
the crew. They were not restored as he had thought. Angels had
|
|
inhabited the bodies, not the souls who once used them. A star
|
|
appeared from behind a nearby planet, and the angels began to sing.
|
|
The song was lovely beyond words, yet haunting and sad.
|
|
The ship entered the flow and moved without a current. It was a
|
|
group of Demons that moved the ship! They wanted revenge for the
|
|
death of the dragon, but the Angels would not allow them to achieve
|
|
this as they would have wished. In frustration, the Demons allow the
|
|
Angels to sing.
|
|
Finally, the Angels agreed that the Spelljammer must perform
|
|
penance, and that they would chose an appropriate manner. The Demons
|
|
were satisfied with this, and departed. The Angels placed the
|
|
Spelljammer in a trance, and the ship began to move faster than any
|
|
ship ever had. A thousand Spheres passed by in a heartbeat. When it
|
|
stopped, the Angels departed, and the Spelljammer's penance began. He
|
|
looked about at his lifeless crew, and saw only space around him. His
|
|
ship worked only for him now. No helmsman would ever be needed.
|
|
Still confused about his situation, the Spelljammer saw his home
|
|
world before him. He feared that he is dreaming, and expected his
|
|
world to vanish, but it remained. Quickly he moved the ship toward
|
|
his home, and dreamed of the village he grew up in. "Never again will
|
|
I fly through wildspace," he said to himself.
|
|
His flight was interrupted by a huge, black form. From the dark
|
|
side of his home world came an enormous ship in the shape of a manta
|
|
ray, with a long, back-curling tail like that of a scorpion. His ship
|
|
stopped abruptly. Only in legends had he heard of a craft like this,
|
|
legends he had never believed until know. Before him, between himself
|
|
and his home world, stood the legendary Great Wanderer: The
|
|
SPELLJAMMER.
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|
|
|
Stanza the Fifth
|
|
|
|
In the presence of the great ship, the tiny craft broke apart.
|
|
The Spelljammer was spared from death by landing safely on the huge
|
|
ship. From a small deck above one of the great ship's eyes he looked
|
|
out at his home world and suddenly realized that he could never truly
|
|
return home, that in fact he could never remain in one place, ever.
|
|
He looked at the citadel on the great ship's back, and recalled the
|
|
legends that described the craft as a sentient being, very powerful
|
|
and very wise. He cried out:
|
|
"Great Wanderer, hear me! What is to become of me? Why has this
|
|
happened to me?!" No answer came from the great ship.
|
|
"Please, help me!" he cried out again. A sudden awareness filled
|
|
his mind, and a voice spoke to him.
|
|
"I hear your plea," it said quietly, "but your fate has been
|
|
decided by one more powerful than I. I can not change it, but I can
|
|
explain it, and make you understand."
|
|
His fate was sealed. Nothing could reverse it. After moments of
|
|
agony, he finally asked "What must I do?"
|
|
"You must travel the spheres forever," the voice answered,
|
|
"recanting your tale and teaching others love and reverence to all
|
|
that holds beauty and grace."
|
|
He looked behind him, to see his ship restored, waiting for him.
|
|
Slowly he boarded it, and turned toward his home world. He looked
|
|
behind him to see the SPELLJAMMER vanish into the vastness of space.
|
|
He took his ship to his home world below, and began his eternal
|
|
mission.
|
|
|
|
Stanza the Sixth
|
|
|
|
The Spelljammer took his leave of the Lady Sage, and vanished
|
|
into the crowded street. She in turn entered the festhall, deep in
|
|
thought. Sleep did not come to her that night. Early the next
|
|
morning she spied a small ship ascending into the sky, to find another
|
|
world, and another being to hear the tale.
|
|
"Fare well, Ancient Spelljammer," she whispered. She then
|
|
returned to her companions, themselves still joyous from the previous
|
|
night. Lady Sage however, was not joyous. She was sadder, but wiser.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ERRATA
|
|
|
|
The mysterious *jp* or *jpuikko* entry in the Ildris world-description
|
|
was a leftover from the writing. I couldn't remember what 'jpuikko'
|
|
(icicle) was and didn't bother to check it from the dictionary.
|
|
(Ville Lavonius)
|
|
|
|
COMMENTS
|
|
|
|
Well, for starters, it was intimidatingly BIG :-)
|
|
And the ASCIIzation of the Sj-logo was nicely done.
|
|
|
|
1. New Items:
|
|
|
|
Gargle buster == SJ meets the Hithchiker's guide, eh ?
|
|
|
|
Evermap and DM grenade are very nice, and are going to be added to my
|
|
campaign pronto.
|
|
|
|
The new helms seem OK, even though I dislike the Sj economy (capture a helm
|
|
and get more ca$h than an average dragon has in Switzerland), in my campaign
|
|
the sales prices are those that the Arcane subject planet hicks to - in space
|
|
they are cheaper (usually the ship costs more than the helm, why would anyone
|
|
otherwise buy lousy ships to save a measly tenth of the price). I have not
|
|
looked at the prices seriously, but they seem seriously screwed and I intend
|
|
to replace them with a pricelist of my own.
|
|
|
|
2. New Ships:
|
|
|
|
Good material again. Most of these beat the new TSR's ships (in the WC's boxed
|
|
set) hands down by actually making sense and being logical.
|
|
|
|
3. Space groups & noteworthy ships:
|
|
|
|
More quality stuff - much more usable than the lame adventuring companies in
|
|
the Greyspace accessory.
|
|
|
|
4. New worlds:
|
|
|
|
Well, be brutally honest in your assessments...
|
|
|
|
5. New monsters:
|
|
|
|
Arathax - very re-usable, and perhaps usable as food too. The asteroid
|
|
fields need a lot more non-combatant native life and this
|
|
species is a good start.
|
|
Holomath - nasty special ability, perhaps some sort of magic 'fouling
|
|
grenades' could be constructed from the gas/corpses.
|
|
Orbmax - Beholder: The Next Generation :-) I think most PCs will blindly
|
|
attack it since "it has only four stalks, must be easy prey".
|
|
Tabaxi - A classy adaptation, instead of just another insectoid/reptilian
|
|
new race. Since Tabaxi are a sentient race, they ought to have
|
|
god(s) and priests. But they are a new race and letting them have
|
|
an 'own' kind of ship would be pushing credibility.
|
|
|
|
6. Characters:
|
|
|
|
I just skimmed them through. No real commentary, but this Rogue's Gallery's
|
|
bound to be of use.
|
|
|
|
7. Legends & Lore:
|
|
|
|
Stuff like this is always in demand. Thanks.
|
|
|
|
8. Rhyme:
|
|
|
|
Nice - perhaps I finish my spelljammerization of Deep Purple's "Stormbringer"
|
|
some day.
|
|
|
|
--
|
|
Ville Lavonius : Third rate^H^H^H^H year CS major at the Univ. of Helsinki
|
|
lavonius@cc.helsinki.fi : PC for quake-prone = Tectonically
|
|
challenged
|
|
|
|
~~~~~~~~~~~~~~~~~~~
|
|
|
|
Quotes: 'All superior items, a damn big file though. Sucks for people with
|
|
limits on their quota.'
|
|
|
|
'Better than T$R's stuff, and free too!'
|
|
|
|
Chris Bickford
|
|
Cbickfor@ucs.indiana.edu
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ACKNOWLEDGEMENTS
|
|
|
|
At this time, I would like to give credit to the following
|
|
individuals, who helped make this tome possible:
|
|
|
|
The Mage Spider ship comes curtesy of Chris Bickford (Endral Caine),
|
|
who used this fearsome piece of hardware in a PBeM game. Thanks Chris!
|
|
Cbickford@ucs.indiana.edu / Cbickfor@iubacs.bitnet
|
|
|
|
Reid Bluebaugh (author of the famous "Guide to Sex in AD&D") brought
|
|
us the PanGalactic GargleBuster, for those of you who want a stiff
|
|
drink after a hard day in space. In most establishments, one is the limit.
|
|
C2mxblu@fre.towson.edu
|
|
|
|
Vicki L. Domanski, also known as Morgaine, discovered Ville Lavonius's
|
|
exotic worlds in an equally exotic place called rec.games.frp.adnd.
|
|
Happy hunting!
|
|
usereduc@ubcmtsg.bitnet / v_domansky@mtsg.ubc.ca
|
|
|
|
John Dunn, the Arkangel, brought us the Goodship Orion and her merry,
|
|
monstrous crew. Fly safely!
|
|
dunn@jcvaxa.jcu.edu / DUNN@JCVAXA.BITNET
|
|
|
|
Ville Lavonius created the three worlds featured in the Travel Log
|
|
section, complete with descriptions of inhabitants and adventure
|
|
ideas. Neat stuff! lavonius@kruuna.Helsinki.FI
|
|
|
|
Eric F. Schetley, the Psionic Samauri, brought us the Bracers of
|
|
Wildspace (Too bad I'm not a warrior...) and the Dispel Magic Grenade
|
|
(really too bad I'm not a warrior!)
|
|
Jnet%"ONESTAR@pittvms" / ONESTAR@pittvms
|
|
|
|
I would also like to acknowledge Lawrence Schick, who created the
|
|
original Tabaxi for the first edition Fiend Folio. If you are out
|
|
there, thanks for the really neat monster. I hope it appears in one
|
|
of the new compendiums (if it has not already).
|
|
|
|
|
|
Richard J. Pugh, editor/compiler.
|
|
|
|
=======================> Bye now. Have a grassic day!
|
|
|