Saturday, July 7, 2018


Art: Disney Artists and Writers Guild
“In this most beautiful green wood there lived a tribe of funny little people who were quite different from the rest. They had funny horns growing out of their funny heads and funny boots on their funny feet, and with these boots – and this was funniest of all – they could walk upside down under the branches of the trees. Oh, it was a happy and peaceful life that these little men led – until the humans came.” -Roald Dahl
Widgets (females are called Fidgets) are a species of Gremlin that are commonly found working in industrialized cities or in many spelljamming vessels. They appear as tiny, wizened men and women with small horns and overlarge hands and feet. They typically wear clothing scrounged from cast-off scraps and fashioned as coveralls reminiscent of some gnome clothing.
Widgets will often be found living in spelljamming vessels. When the crew is sleeping or otherwise engaged, they perform a variety of helpful tasks; refilling lanterns, making minor repairs, cleaning air ducts and other shipboard tasks. If a thief creeps silently onto the ship, they will make enough noise to awaken the crew or if need be, defend the ship to the best of their abilities. All widgets ask in exchange for their labor is a little tobacco, some ships biscuit, airmail stamps (which they eat) and an occasional drop of rum or other drink. An abused or insulted widget is a terrible thing, as they will engage in sabotage and play murderous “tricks” on their offenders.
Tiny fey, neutral
Armor Class 15 (Leather Armor)
Hit Points 2 (1d4)
Speed 20 ft., climb 20 ft.
3 (-4) 
Skills Perception +3, Stealth +8
Senses darkvision 120 ft., passive Perception 13
Languages Common, Gnome, Gremlin 
Challenge 1/4 (50 XP)

Magic Resistance. Widgets have advantage on saving throws against spells and other magical effects.

Art: Disney Artists and Writers Guild
Innate Spellcasting. The widget’s innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its spanner as a component:
At will: prestidigitation, spider climb
1/day each: animate object, blink, dimension door, mage hand, mending, detect magic, dispel magic, fly, gaseous form, grease, knock, stinking cloud.

Spanner. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d1) bludgeoning damage.

Superior Invisibility. The widget magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the widget wears or carries is invisible with it.

Sunday, July 1, 2018


The Titans (also known as the Empyrean) are a star-faring race of humanoid aliens who possess untold cosmic power. In appearance, a titan resembles an enormous (25 feet tall) humanoid, with perfect beauty and strength. They are hardy and muscular, but nonetheless extremely handsome or beautiful. Every aspect of them (teeth, hair, etc.) is also perfect. Based on the Titans of the Greek and Roman pantheons, they dress themselves in “Greek-Style” garb such as togas and loincloths. Those traveling the stars often wear specialized armor (see below for details).
They are known to have created many mega-structures found across space, including the Stellar Gateways, and are responsible for the Terra-forming of many planets. Relics, ruins, wild space habitats and all manner of wonderfully weird structures left over from the titan’s ancient civilization can be found all over the place.

The Titans are engaged in a long war with entities from the Far Realm. These entities once ruled over the Material Plane in the chaotic era before the Big Bang (o the “Shutting of the Door”) which closed off the Material Plane from that chaotic realm. Attempts by the insane denizens of the Far Realm to reassert their rule brought war to the Titans and the titans in turn unleashed their might against the invaders. This war has continued over the eons and has involved massive space battles wherein black holes and quasars were hurled and the fabric of time and space was threatened.  Thankfully, at the present age, this war seems to have cooled to a “Cosmic Cold War” with both forces watching each other over vase distances of spacetime.

Most titans stand out and should have back-stories and personalities. However even among titans there are certain members of that race that are wider known than most. Such as the following:
Astraeus (Starry One): This titan is a master of Star Magic and a great designer of spacecraft. He and his wife Eos and their children are energetic proponents in space exploration and the fostering of life among the stars. The creation of atmospheric generators to bring air to otherwise barren worlds are attributed to this titan. Also, a great many creatures that dwell in the void between the stars were created by Astraeus and his children.
Cronus (The Reaper): This titan is a master of time, having control over both life and death through his manipulation of Chronomancy (time magic). This titan has long sought the elusive goal of creating a perfect “Golden Age” where there is no need for laws or rules; everyone did the right thing, and immorality was absent. So far, all attempts to achieve this end have failed. This titan is among the greatest foes of the entities of the Far Realm, as their chaotic existence is anathema to his personal philosophy. Cronus dwells in his vast starship with his wife Rhea.
Hemera (Silver Lady or Aditi): This titaness is the mistress of the Astral Plane and possesses great mower over star magic. Though ancient even my Titan standards, the Silver Lady appears as a young titaness of titanic size and great beauty and clothed in silvery light. She is served by a great many Astral Devas, Silver Dragons and other beings. She and her many followers dwell in an enormous Astral ship composed of diamond that rarely leaves the Astral Plane.
Modros Velenaxius Compadronum IX (The One and the Prime): This titan, also known as Primus is the master engineering and construction of mechanical contraptions. His creations are so wondrous that they are more like living beings than machines. Primus now rules over the Modrons, Golems and other mechanical beings from his realm is the world of Regulus in the Mechanus System, a clockwork Dyson Sphere beyond the edges of the Dragon Empire. Primus is a staunch foe of the entities of the Far Realm. 

SPACE TITAN (Empyrean)
Huge celestial (titan), any alignment.
Armor Class 22 (natural armor plus titan armor)
Hit Points 313 (19d12+190)
Speed 50 ft., fly 50 ft., swim 50 ft. Fly 60ft/40mph (suit)
30 (+10)
21 (+5)
30 (+10)
21 (+5)
22 (+6)
27 (+8)
Saving Throws Str +17, Int +12, Wis +13, Cha +15
Skills Insight +13, Persuasion +15
Damage Immunities bludgeoning, piercing, and slashing from nonmagical weapons
Senses truesight 120 ft.
Languages all
Challenge 23 (50,000 XP)

Innate Spellcasting. The empyrean’s innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: greater restoration, pass without trace, water breathing, water walk
Art by John Douglas
1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)
Legendary Resistance (3/Day). If the empyrean fails a saving throw, it can choose to succeed instead.
Magic Resistance. The empyrean has advantage on saving throws against spells and other magical effects.
Magic Weapons. The empyrean’s weapon attacks are magical.
Titan Armor. While going about their business in space, many of them dress in skin tight clothing that grants immunity to Vacuum, Negative energy and grants a Fly speed of 60ft/40mph. While wearing this armor the titan does not need to breath and immunity to Suffocation. The suit also grants the ability to fly between adjacent planets in 1d6+1 days.

Maul. Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean’s next turn.
Bolt. Ranged Spell Attack: +15 to hit, range 600 ft., one target. Hit: 24 (7d6) damage of one of the following types (empyrean’s choice): acid, cold, fire, force, lightning, radiant, or thunder.

Legendary Actions
The empyrean can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The empyrean regains spent legendary actions at the start of its turn.
Attack. The empyrean makes one attack.
Bolster. The empyrean bolsters all non-hostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can’t be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean’s next turn.
Trembling Strike (Costs 2 Actions). The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.

Saturday, June 2, 2018


STAR TRAVELER (Background)
You sailed on a space-going vessel for years. In that time, you have seen a great many wonderful, strange and terrible things. Syllix slavers, space ghosts, black holes, pirates and weirder things. Your first love is the starry deep of space, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still flying, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Skill Proficiency. Athletics, Intelligence (Arcana)
Tool Proficiency. Navigator’s tools, vehicles (space)
Languages. Draconic and one of your choice.
Equipment. A suit of spacer’s clothing, a pair of lungstone earrings, a backpack, a bedroll (hammock), 10 days dry rations, a water skin, a winter blanket, a mess kit, dagger, a signal whistle and a belt pouch containing 10 gp. (see Special Equipment for details).
Feature: Alien Familiarity
Your knowledge of the strange life on distant worlds allows you to identify any Aberrations that you interact with. Being aware of alien personalities causes any aberrations you encounter to be more likely to talk with or strike a deal with you.

Suggested Characteristics
Star Travelers are known for their adaptability and willingness to take on challenges and explore new things. 

I want to know what that is over there! And how this works! And how that happened!
I know many secrets that I mustn’t tell, but I talk about them all the time, I just can’t tell them.
I know that if I present myself in the latest fashions and present myself as a modern avant garde personality, people will take my inventions seriously.
There’s no point to going out if you’re not having fun. Other people never seem to appreciate my jokes as much as I do.
I don’t have a screw loose, but I might lose a screw. For my toast. I understand, and they don’t.
I’ll be rich, independently wealthy! Someday. I just need some investors.
There’s only one way to test an invention, and that’s in the field during live fire. There’s nothing more invigorating than that!
I don’t say much, ideas I keep to myself can’t be taken.
Empowerment: I want to make the universe a better place with my discoveries. (Good)
Order: There’s a right way to do things and a wrong way to do things. (Lawful)
Change: I want to change the Universe and I know just how to do it. (Chaos)
Stingy: I don’t want to share my secrets with anyone. My discoveries are for me. (Unaligned)
Tyrant: Once I’m powerful, I’ll be able to rule everyone who wronged me. (Evil)
Company Man: I do what I’m told and the job gets done. I don’t let anyone stop me (Lawful)
I know of a undiscovered world out there that I’ll find someday.
I found a world, that was an Oasis, and I mean to keep it safe from the Dragon Empire.
I know that those people want their money, but they just don’t understand the difficulties with getting things done on time.
One of my companions is your sibling or relative who’s looking out for me.
I have a small child or baby waiting for my return.
I’ve have seen an idea for a new invention that will change everything.
Only the results are important. You can’t make an omelet without breaking a few eggs.
You are being hunted by bounty hunters because of gambling debts.
I’ll betray my closest friends for success and fame.
I’m actually really lazy and don’t like doing the work required to be successful, instead I exploit people at every turn.
I have severe OCD issues and have to perform tasks in a pre-determined order.  ALWAYS!
You have a family that you abandoned, and you will do anything to keep it secret.

Tuesday, May 29, 2018


The universe of Cosmic Seas melds magic and weird science, hearkening back to the wild and wooly "Scientific Romance" and "Sword and Planet" stories of way back when. Because of this, ship propulsion and related technology are a mish-mash. This is largely due to the many space-going races that have come and gone, with the present age of space travelers using a wild combination of different types of techno-magic that nonetheless works quite well.
This is my take on the classic "Spelljammer Helm" for use in the Cosmic Seas setting. It is more an arcane machine, being used with assorted other devices. Most ships will have these or similar devices in use. As their is no Phlogiston, the dangers of these drives are not as immediate.

Cost: 100,000gp (Minor), 250,000gp (Major)
Aethon Helms are a type of Spelljamming Helm that has become the primary type of power source for space-going vessels within the Dragon Empire. The Helm looks like a table, but angled at a 45 degree increase so a seated person can access every part of it with comfort. On top of the helm are attached any number of etched rune plates, each one tied to a function of the ship. Both major and minor Aethon helms are powered by a Fallen Star that is fueled by Stardust Fuel (see below). This power source is always enclosed in a sealed container that resembles a boiler or furnace. While this provides movement, it is primarily used to push the ship forward; maneuvering is primarily accomplished through use of the ship's sails and oars. Because the motive power of the ship comes from a powerful elemental furnace, only spellcasters can pilot ships fitted with an Aethon helm.
For every week of travel, an Aethon Drive consumes one 20 lbs. tank of Stardust Fuel. This consumption rate can be offset by using Stellar Sails (see below), though most ships keep a backup supply of Stardust, just in case. Aethon Engines break down less, but if a space ship with an Aethon engine crashes and the DM can make a DC 24 Constitution check using the Constitution modifier of the pilot. If the check fails, the engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the engine. A DC 17 Dexterity save halves the damage.

Away from planets and other large objects, a ship equipped with an Aethon Drive flies through space at what is called cruising speed. The cruising speed of a ship depends on the Aethon Drive (or Helm) propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days, while a major helm moves between adjacent planets in 1d6+1 days. (The random element assumes that even adjacent planets may be in different parts of their orbits. In extreme circumstances, you could double or even triple these times.

Stardust is a type cosmic dust composed of particles in space. These "elemental particles" are infused with Transmutation Magic in its purest form and are thus highly prized by magic users and supernatural beings. By itself, a handful of this substance allows a user to cast the reverse gravity spell with a duration of 1d10 minutes. However, the real power of this substance is to power Aethon Drive equipped Spelljamming ships through space.
Stardust Fuel is produced in specialized refineries located in the upper atmosphere of worlds near stars, where the dust is sifted from the solar winds. Different races have different means of doing this, but the basics are the same. The Dragon Empire maintains Stardust Refineries in every system in which it has a presence, maintaining its own stockpiles of the substance.
Stardust is sold in 20 lbs. iron tanks (like a propane tank) that cost 50gp per tank.

Stellar Sails are a remarkable item that allows vessels to travel farther and more efficiently. When paired with an Aethon Drive Helm (see above), Stellar Sails converts ambient magical energy found in Sunlight and Starlight into fuel for the helm. Each Stellar Sail generates enough energy to half a ships consumption of Stardust Fuel. If used without stardust fuel, and Aethon Drive paired with Stellar Sails moves between worlds at double the time
Only 1 Stellar Sail may be attached to a given mast. Stellar Sails cost 500gp each.

Sunday, May 13, 2018


Cost: 3,370,000 gp
Speed: 30ft/20mph
Crew: 235/700
Passengers: 200
Cargo: 350 tons
AC: 20
Hit Points: 52,500
Damage Threshold: 50
  • 16 Light Cannon (crew: 4) Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3dl0) bludgeoning damage.
  • 24 Cannon (crew: 5) Ranged Weapon Attack: +6 to hit, range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning damage.
  • 8 Jettisons (crew: 5) Ranged Weapon Attack: +5 to hit, range 200/800 ft. (can't hit targets within 60 feet of it), one target. Hit: 27 (5d10) piercing damage.
  • 6 radium cannons (crew 4); Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) negative energy damage.

Citadels are immense ships that are the backbone of the Dragon Empire fleet. Dragons prefer these vessels above all others for travelling across the depths of space, as Citadel ships are large enough for dragons and remind many dragon breeds of their preferred home environments.

These ships are crafted from Nickel-Iron asteroids that have be reshaped with elemental magic and cunning artifice. Citadels are massive affairs, and the largest Citadel that a forge can power is 4,000 tons in size. They can carry up to 700 medium sized humanoids comfortably, and many more if need be. They are festooned with heavy weapons, usually cannons, although other weapons are possible. The vessels are solidly built, a Citadel is not destroyed in battle, save by powerful magic or literally days of pounding. The Citadel might be taken, however, after a prolonged and bloody boarding action, or if the Citadel's air envelope can be somehow corrupted.

Architecturally Citadels greatly resemble strongholds built in mountains or hills on terrestrial worlds. The surface features include a strongly guarded gate, on Citadels this is usually next to a dock or landing strip for visitors. On the inside, Citadels are laid out more like a castle or fortress, with a plethora of traps and hidden passages. Guard animals and automatons are often available.

Away from planets and other large objects, a Citadel flies through space at what is called cruising speed. The cruising speed of a Citadel allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

Rools Rock- Massive Citadel ship owned by the Copper Dragon Aksook Rool

Thursday, May 3, 2018


Otto Carnage (Automaton Hexblade of Detriax)
If we didn't want anything, we would never get anything, good or bad. I think our longings are natural, and if we act as nature prompts us we can't go far wrong.” -Tik-Tok of Oz
Automatons are intelligent, artificial lifeforms created by ancient peoples (Empyrean Titans, elves, gnomes, ophidians), Wizards, Celestial Clerics and Machine Cultists. They are as sentient as any living creature, and can “procreate” by building children and endowing them with a portion of their own souls. Automatons are humanoid creatures composed of tin, wood, bronze, porcelain, ivory, steel or other such materials. The actual form of an Automaton is highly variable. Automaton warriors often have suits of armor attached to their bodies, while scouts may streamline their bodies to make fitting into small places easier. 
Automatons can be found across the Dragon Empire, often found working on ships or on hostile colony worlds, where lack of oxygen, exposure to extreme temperatures of other issues are less of a problem for Automatons. 
The Celestial Church has a significant force of Automaton soldiers, both indentured and free after having earned their freedom. These are typically in service to The Architect, god of invention and The Gatekeeper, god of like and death, but many serve the church as a whole. This is not to say that most Automatons are very religious, it is merely that the church creates many types of constructs, including Automatons. The Cult of Detriax, machine goddess of space junk, also creates and employs large numbers of Automatons.
These beings are more comfortable around other Automatons and around constructs of other sorts such as golems, though most Automatons deeply resent being confused with mindless constructs. Automatons are almost always created as servant creatures, and are treated as valuable slaves. Free Automatons are usually those who have earned their freedom after years of service, escaped service or who who have outlived their owners. 

Automaton Traits
The following traits are common among Automatons. 
Ability Score Increase. Your Constitution score increases by 2.
Age. An Automaton is built complete and considered fully developed after construction. The maximum age for an Automaton is believed to be about 150 years; it would clearly depend mostly on the Automaton’s lifestyle and exposure to risk. 
Alignment. Automatons are generally neutral. They were built to fight, not to wonder whether fighting is right. Though they are perfectly capable of independent thought and moral speculation, most choose not to wrestle with ethical ideals.
Speed. Your base walking speed is 30 feet.
Size. An average Automaton stands between 5′-7′ tall and weigh between 225-400 lbs. Your size is medium.
Living Construct. Even though you were constructed, you are a humanoid. You are immune to disease. You do not need to breathe, eat or drink, but you can ingest food or drink if you wish.
Unsleeping Sentinel. Automatons don’t need to sleep. Instead, they settle into a resting state, remaining semi-conscious for 4 hours each day. While in this rest state, you are fully aware of your surroundings. You gain the benefits of a long rest after this period of being inert.
Clockwork Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Composite Plating. Your construction incorporates wood and metal, granting you a +1 bonus to Armor Class. During a short rest, you can bond a suit of armor you are wearing to your body. When you finish that short rest, the armor you are wearing is bonded to you, and it cannot subsequently be removed from your body until you finish another short rest during which time you remove the bonded armor. You must be proficient with the armor in order to bond it to yourself.
Self-Stabilizing. You may add your proficiency bonus to your death saving throws.
Languages. You can speak, read and write Common.
Automaton Sub-Races. Five main types of automatons have been created, with automaton soldiers being the most common.

Companion Automaton
Built to accompany politicians and officers, these Automaton’s are designed to be pleasant company, often acting as assistants, translators and bodyguards (and assassins).
Ability Score Increase. Your Charisma score increases by 1.
Center Stage. You can choose to gain proficiency in one of the following skills: Deception, Performance, or Persuasion.
Bilingual. You gain an additional language of your choice.

Medical Automaton
Made to help people who are injured they are well known for their medical application. They know how to fix many injuries but not any that are too severe.
Ability Score Increase. Your Wisdom score increases by 1.
Rest Easy. You gain proficiency in Wisdom (Medicine) checks

Mystical Automaton
Using the magic inside them to their full potential, they are built to assist and contain great magical powers and work with highly adept teachers.
Ability Score Increase. Your Intelligence score increases by 1.
Pushing the Limits. You can choose to gain proficiency in one of the following skills: Arcana, History, Perception, or Persuasion.

Scout Automaton
An Automaton Scout is a nimbler iteration of the Automaton. You were built for speed and mobility over raw power. An Automaton of this model possess the following traits.
Ability Score Increase. Your Dexterity score increases by 1.
Speed. Your base walking speed is 35 feet
Size. Small. You will be on the lighter size of automaton weights and heights.
Darkvision. Built for scouting missions you have been created with darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Soldier Automaton
An Automaton Soldier is what many first envision when imagining Automaton in general. They possess the following traits
Ability Score Increase. Your Strength score increases by 1.
Natural Weapon. You can never be disarmed because you are a weapon. You are proficient with your unarmed strikes, which deal 1d4 bludgeoning damage using your Strength modifier.

Random Height and Weight
Table: Automaton Random Height and Weight
Base Height
Height Modifier
Base Weight
Weight Modifier
270 lb.
+ (2d6 x 4) lb.

Tuesday, April 17, 2018


Cost: 106,000gp
Speed: 120ft/82mph
Crew: 1/2
Passengers: 1
Cargo: 5 tons
AC: 17  
Hit Points: 250
Damage Threshold: 10
Blunt Ram; Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.
2 lightning cannons; Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (8d6) electrical damage.
The Mako Cruiser looks very much like a shark. The cockpit is visible on the head and back, while the ships tonnage is enclosed. The fins function as steering fins, with the large dorsal fin as a very large mainmast.

Away from planets and other large objects, a Mako Cruiser flies through space at what is called cruising speed. The cruising speed of a ship depends on the helm propelling it. A minor helm allows a ship to travel between adjacent planets in 2d6+2 days (The random element assumes that even adjacent planets may be in different parts of their orbits). In extreme circumstances, you could double or even triple these times.

These vessels come equipped with one Lantern of Air Purity and an Astrolabe. See Special Equipment for details. Any other equipment must be purchased by the owners/crew.

Ship Uses

This ship was designed as a battle cruiser, specifically to battle humanoid ships like orc mantis ships. The Mako Cruiser is a hearty fighter used across the empire. The vessel is designed for use by a single mage or cleric pilot with room for an additional crew member if they are friendly. These vessels see regular use by bounty hunters, security personnel and as support ships for capital ships.


Widget Art: Disney Artists and Writers Guild “In this most beautiful green wood there lived a tribe of funny little people who were ...