Showing posts with label Spelljammer. Show all posts
Showing posts with label Spelljammer. Show all posts

Friday, December 21, 2018

COSMIC SEAS: WITCHLIGHT MARAUDER

WITCHLIGHT MARAUDER
Witchlight Marauders are creatures that were bred by Orcish Mages during the Unhuman Ward to “counter ruthless elf aggression”, as one surviving orc scroll reads. In truth, the marauders were shock troops, organic first-strike weapons meant to devastate whole elven planets. Their efficiency as killing machines was matched only by their fast breeding.
Witchlight marauders are terrors that can lay waste to an entire planet, leaving nothing but barren rock and briny seas. Marauders can digest animal and vegetable matter, as well as metal and precious minerals—but not bare rock. They often strip the land down to bedrock before moving on. Marauders excrete a dark sludge that reeks of burning tar and supports no life. Their insatiable hunger can devour all life on a world in a few years’ time if left unchecked.
Cosmic Seas: In the Cosmic Seas setting, the Witchlight Marauders were a weapon gleaned from remnants of the Far Realm/Space Titan wars by Orcish Warlocks and Clerics. They are officially considered abominations by the Celestial Church, though clerics of the Tyrant secretly covet knowledge on these monsters. 


PRIMARY MARAUDER
Primary marauders are the largest of the terrestrial marauders. They are slug-like creatures that are over 100 feet in length and surrounded by a thin, sickly green cloud of gas. Primary marauders have many mouths all around their bodies that constantly tear and chew the surrounding terrain and anything that gets within their range. Everything in the marauder's path is food: plants, animals, cities, and mountains. All food—including metals and minerals—makes its way to their blast-furnace stomach to produce poison gas and to spawn more witchlight marauders.
Primary marauders are active in cycles. They mindlessly eat and spawn secondary marauders for 5-8 (1d4+4) weeks before they instinctively delve underground, literally eating the ground out from under themselves. Once they've burrowed to a sufficient depth (rarely less than 500 feet) they begin to spawn another primary marauder. This takes 1d6+1 days, during which time the primary marauder is unable to make full-round actions. At the end of this period, another primary marauder is born, and the two go their separate ways.
Gargantuan aberration, chaotic evil
Hit Points. 1,125 hp (50d20+600)
Speed. 30 ft. Burrow 20ft, Swim 20ft. 
Armor Class. 20
STR
DEX
CON
INT
WIS
CHA
45 (+17)
6 (-2)
34 (+12)
3 (-4)
10 (+0)
3 (-4)
Damage Immunities. Cold, Disease, Poison, Psychic; Bludgeoning, Piercing, And Slashing from Non-magical Weapons.
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned.
Damage Resistances. Acid, Fire, Lightning, Necrotic, Thunder.
Senses. Blindsight 120 Ft., passive Perception 10
Challenge. 30 (155,000)
----------------------------------------------------------------------------------
Legendary Resistance (3/Day). If the primary marauder fails a saving throw, it can choose to succeed instead.
Immutable Form. Witchlight Marauders are immune to any spell or effect that would alter its form.
Regeneration. The marauder regains 20 hit points at the start of its turn. If the marauder takes radiant or lightning damage, this trait doesn't function at the start of the marauder’s next turn. The marauder dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The primary marauder deals double damage to objects and structures.
Spawn Secondary Marauder. Once it starts feeding, a primary marauder will spawn 1d4+1 secondary marauders per day.
Toxic Cloud. The Primary Marauder is surrounded by a poisonous cloud. Any creature coming within 50 feet of the creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if
they hold their breath or don't need to breathe.

ACTIONS
----------------------------------------------------------------------------------
Multiattack. The primary marauder can use its frightful presence or its toxic cloud and then make one bite or six claw attacks. 
Bite. Melee Weapon Attack: +26 to hit, reach 10 ft., one target. Hit: (4d12+17) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the primary marauder can't bite another target.
Claws (Secondary Bites). Melee Weapon Attack: +17 to hit, reach 5 ft., one creature. Hit: (2d8+17) piercing damage.
Frightful Presence. Each creature within 120 feet of the primary marauder and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the primary marauder is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the primary marauder’s Frightful Presence for the next 24 hours.
Swallow. The primary marauder makes one bite Attack against a Large or smaller creature it is Grappled. If the Attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is Blinded and Restrained, it has total cover against attacks and other effects outside the primary marauder, and it takes 56 (16d6) acid damage at the start of each of the primary marauder’s turns.
If the primary marauder takes 60 damage or more on a single turn from a creature inside it, the primary marauder must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the primary marauder. If the primary marauder dies, a swallowed creature is no longer Restrained by it and can escape from the corpse by using 30 feet of Movement, exiting prone.

Legendary Actions
----------------------------------------------------------------------------------
Primary Marauders 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 Primary Marauder regains spent legendary actions at the start of their turn.
Attack. The primary marauder makes one bite attack or six claw attacks.
Move. The primary marauder moves up to half its speed.
Chomp (Costs 2 Actions). The primary marauder makes one bite attack or uses its Swallow.


SECONDARY MARAUDER
Secondary marauders are twenty-foot tall creatures with a vaguely humanoid shape. Its arms are tipped in long, metal talons; and its stump-like feet have many gripping toes. It has no head, only the mockery of a face on its chest. Secondary marauders eat just about anything in their path. Unlike primary marauders, secondaries will spread out in an erratic pattern to look for food. They often sunder the weapons and equipment of their foes. This isn't a battle tactic, but rather them attempting to rend whatever they come across in any way possible.
Huge aberration, chaotic evil
Hit Points. 187 (15d12+90)
Speed. 60 ft, Climb 20ft, Swim 10ft. 
Armor Class. 23
STR
DEX
CON
INT
WIS
CHA
29 (+9)
10 (+0)
23 (+6)
3 (-4)
10 (+0)
3 (-4)
Damage Immunities. Disease, Poison, Psychic; Bludgeoning, Piercing, And Slashing from Non-magical Weapons.
Damage Resistances. Acid, Cold, Fire
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 120 Ft., passive Perception 10
Challenge. 11 (7,200)

----------------------------------------------------------------------------------

Immutable Form. Witchlight Marauders are immune to any spell or effect that would alter its form.
Magic Resistance: The secondary marauder has advantage on Saving Throws against Spells and other magical effects.
Regeneration. The secondary marauder regains 5 hit points at the start of its turn. If the marauder takes radiant or lightning damage, this trait doesn't function at the start of the marauder’s next turn. The marauder dies only if it starts its turn with 0 hit points and doesn't regenerate.
Siege Monster. The secondary deals double damage to objects and structures.
Spawn Tertiary Marauder. Once it starts feeding, a secondary marauder will spawn 1d4 tertiary marauder every day.
Spider Climb. The secondary marauder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions
----------------------------------------------------------------------------------
Multiattack. The secondary marauder can use its acid spray attack or make four attacks: two with its claws, one with its bite and one with its tail.
Acid Spray. The secondary spits acid in a line that is 30 feet long and 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Bite. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage. If the target is a creature, it is Grappled (escape DC 20). Until this grapple ends, the target is Restrained, and the secondary marauder can't bite another target.
Claw. Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d6 + 9) slashing damage, and the target must make a DC 20 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Tail. Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.


TERTIARY MARAUDER
Tertiary Marauders are the least form of Marauder and serve as swarming skirmishers for the Secondary and Primary Marauders. The creatures are roughly humanoid in shape with dark rubbery flesh. Their arms end in crude sword blades that are constantly moving. The smallest of the marauders, standing less than 5 feet in height, tertiaries are vicious fighters. They lack a head but sprout a mass of weaving tentacle from their neck.
Medium aberration, chaotic evil
Hit points. 26 (4d8+8)
Speed. 40ft.
Armor class. 18
STR
DEX
CON
INT
WIS
CHA
18 (+4)
17 (+3)
14 (+2)
3 (-4)
10 (+0)
3 (-4)
Damage Immunities. Disease, Poison, Psychic
Damage Resistances. Acid, Fire.
Condition Immunities. Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses. Blindsight 120 Ft., passive Perception 10
Challenge. 3 (700xp)
----------------------------------------------------------------------------------
Immutable Form. Witchlight Marauders are immune to any spell or effect that would alter its form.

Keen Smell. The tertiary marauder has advantage on Wisdom (Perception) checks that rely on smell.
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.

Actions
----------------------------------------------------------------------------------
Multiattack. The tertiary marauder makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (1d8 + 4) slashing damage.

Tuesday, May 29, 2018

COSMIC SEAS: AETHON DRIVE (HELM)

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.


AETHON ELEMENTAL ENGINE (Helm)
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 bound Elmarin that is "fed" Stardust Fuel (see below) greatly increasing and focusing the creatures power. 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 accomplished through use of the ship's sails, oars or wings.
Operation of an Aethon Drive's Helm requires that the Helmsman be proficient in Vehicles (space) or Arcana. For every day of travel, an Aethon Drive consumes one charge fron a 20 lbs. tank of Stardust Fuel (each tank contains 10 charges). 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 and killing the Elmarin within. A DC 17 Dexterity save halves the damage (but still kills the resident Elmarin).

TRAVEL TIMES
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 FUEL
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
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 halve a ships consumption of Stardust Fuel. If used without stardust fuel, and Aethon Drive can create lift and flight, but cannot achieve cruising speed. Only 1 Stellar Sail may be attached to a given mast. Stellar Sails cost 500gp each.





Thursday, May 3, 2018

COSMIC SEAS: AUTOMATON RACE


AUTOMATON
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
5′10″
+2d6
270 lb.
+ (2d6 x 4) lb.

Tuesday, April 17, 2018

COSMIC SEAS: MAKO CRUISER




MAKO CRUISER
Cost: 106,000gp
Speed: 120ft/82mph
Crew: 1/2
Passengers: 1
Cargo: 5 tons
AC: 17  
Hit Points: 250
Damage Threshold: 10
Armaments:
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.






Friday, April 13, 2018

COSMIC SEAS 5E: THE MOON OF ADRESHAN

Adreshan (Moon)
Region(s): Outworlds
Sector: Tucana sector
System: Vaeri System (HD 215497)
Planet: Achuak
Orbital period: 402 standard days
Physical information
Diameter: 4,900 km
Atmosphere: Tropical to subtropical, violent storms, dense fog
Climate: Periods of storms, wind and rain
Primary terrain: Jungle, Savannahs, Swamp, Wetlands, Mountains

Adreshan is a beautiful, savage world that orbits the green gas giant Achuak of the Vaeri System. This planet is teeming with life similar to that found on Earth during the Mesozoic era, including dinosaurs as well as other creatures. Adreshan was officially conquered by the Dragon Empire nearly a hundred years ago, though the planet is still quite wild and considered a backwater (though a wealthy one).  
Adreshan is ruled by the regional Governess, Haruna Greencomb, a Green Great Wyrm of tremendous wisdom and cunning. It is rumored that she is exiled from the Imperial court, and is looking to regain her position through wealth. Whatever the case, Governess Greencomb is a ruthless ruler who intends to squeeze every drop of wealth from this verdant world.
The planet is home to a mish-mash of cultures and races. The original peoples were a savage assortment of Human, Halfling, and Dwarf kingdoms with some tribes of Aarakokra, Kobolds, Lizardfolk and other creatures. All of these were the frequent prey and slaves of the Batrachi Empire. Now with the coming of the Dragon Empire the planet now hosts a large number of other races, especially Dragonborn, Elves, Gnomes, and weirder beings.
The Empire is eager to draw resources from Adreshan, and towards this end massive Mithril mines are underway on Adreshan, Plion* and Theporia*. These along with extensive harvesting of plant and animal resources and other specialized goods are all major industries here, and likely to grow.

*Neighboring planets.

PLACES OF NOTE

Hurthinium City 
Population: 67,257 Adults
Gold Piece Limit: 160,000.00
Wealth: 538,056,000.00gp
Income for Governess: 269,028.00
Magic Resources: 53,805,600.00
Imports: Salt, Slaves, Grain, Leather Goods, Iron, Coal, Fruit
Exports: Mithril, Orgone, Specialized Goods, Rare Herbs, Spices, Slaves
Famous: Aqueducts,  Exotic Animals and Temples
Infamous: Politics, Drugs, Slavery, Thieves Guild

This is a HUGE port city along the coast, and seat of the Imperial Court on Adreshan. It is an immense place that is full of industry, magic and people of all sorts. Hurthinium is at a roughly Renaissance technology level and sports a large air fleet and a standing army of five legions (25,000 troops) plus local conscripts. Ethanol gas lamps keep the city streets lit around the clock and cunning ventilation keeps homes comfortable in the heat.
The city boasts marble architecture covered in beautiful carvings and dotted with statues and fountains. Even the slums and rougher ends of the city sport carvings, gargoyles and cunning structures. The streets are built to accommodate dinosaur mounts and beasts of burden, and so are wide and sturdily built.
Aetherdrome- This torus shaped structure is where spelljammers and flying vessels come to land and to launch back into the void.
Celestial Temple- A grand temple dedicated to the Nine Gods. This temple is a fortress and houses many Clerics, Monks and Paladins. 
Grand Arena-  Athletic competition is very popular in Imperial lands. Smaller arenas dot the land, but this is the largest.


NOTES
This is the starting location of the player characters. It is a backwater world that is going through major changes. Plenty of room for PC's to stretch their wings and get into trouble.

Wednesday, March 21, 2018

PIRATES OF THE COSMIC SEAS: SPELLJAMMER 5E


Hello all!

It appears that I will be running my very own Spelljammer campaign using the Dungeons and Dragons 5th Edition rules. Rather than re-inventing the wheel too much, I will be using the rules presented in Brian Danfords Cosmonomicon setting, which I will be mirroring and adding to here. Overall it is a mashup of Spelljammer, Dragonstar and Shadow of the Spider Moon material.

 As I will be expanding on this theme, I will be calling my own efforts "Cosmic Seas" as a general term. As a general introduction, the game universe is one that takes place across the galaxy, with fantasy races travelling between planets and the stars in magical space-ships called Spelljammers. Space is just as deadly as it is in our universe, but magic and weird science make this all possible.

The player characters all live within the Dragon Empire, an ancient Empire presently ruled by the Red Emperor, Xentarious. A tyrant whose Dark Elf secret police and Orc armies are casting a long shadow over the Galaxy.

More to come!


Monday, December 11, 2017

VOIDJAMMER 5E: Hurwaeti

HURWAETI (WIGGLES)
The hurwaeti are an ancient humanoid race distantly related to both sahuagin and lizard men. In space, they usually function as mercenaries, common crewmen, or occasionally as pirates, traders, or salvagers operating their own ships. The hurwaeti were once a great spacefaring race that had colonized many systems, spreading art, civilization, morality, and and philosophy favoring altruism and discipline throughout the spheres. But an ancient war broke up their empire and killed the brightest and most energetic individuals. The destruction stranded the hurwaeti colonists, leaving them to degenerate into the swamp and salt wiggles. The remaining spacefarers became impoverished wanderers, content to simply earn a living for themselves and their tribes.
Hurwaeti have dark olive-green hides and long limbs, webbed fingers and toes, and gnome-like faces with large ears, noses, and long, sharp chins. Adult hurwaeti often have short, sparse beards and tufts of coarse hair atop their heads. Venerable adults tend to have long beards, thicker tufts of hair, and bushy eyebrows. Hurwaeti favor simple clothing, usually long, brightly colored loin cloths, and belts and packs for carrying equipment.
Hurwaeti tribes are made up of clans, each ruled by an elder. The senior clan head – usually the oldest and wealthiest – governs the tribe. All disputes within the tribe are settled by appealing to the tribal chief. Priests are usually Druids or Clerics dedicated to Cosmos (especially his pessimistic aspects) and are often chiefs of clan-heads.

Hurwaeti Names
Hurwaeti tend to use lizardfolk names, with inflections of their own ancient cultures. Male Names: Aeia, Mitvia, Puddleglum, Vuella, Ida. Female Names: Simin, Oiert, Tuess, Aedo

Hurwaeti Traits:
The hurwaeti are an ancient humanoid race distantly related to both sahuagin and lizard men.
Ability Score Increase. Your Wisdom increases by 2 and your Dexterity increases by 1.
Age. Hurwaeti mature at 30 years and live for 300 years.
Alignment. Most hurwaeti tend towards self-interest, and rarely develop the extremes of alignment.
Size. Adults are between six and seven feet tall and weigh from 190 to 230 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Leaper. You can long jump or high jump twice the normal distance.
Fog Cloud. You can cast fog cloud as a 1st-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can instead cast it as a 2nd-level spell.
Spacefaring. You have proficiency with Vehicles (Spelljamming)
Hold Breath. You can hold your breath for 15 minutes.
Scales. If you are wearing no armor, your AC is 11 + your Dexterity modifier.
Languages. Common, Draconic

Wednesday, December 6, 2017

VOIDJAMMER 5E: Wildspace Orcs



ORC, Wildspace
The Orcs that are found across the stars, having a long history in space, punctuated in a number of long and bloody conflicts with the Elves and other races. Wildspace Orcs are more Lawful in alignment (Lawful Evil) than groundling orcs, and have learned the importance of an organized ship and taking care of their equipment. The orcs that cannot grasp these details do not survive long.
Orcs usually use ships made by other races such as humans, but do have a number of their own vessels. These orc-made ships are very mechanical in design, and are all quite potent warships. 
Orcs organize themselves into clan ships and asteroid enclaves that are pure pirate, but organized in a strict code of conduct known as the Black Code. This code is a set of laws and taboos that the orcs adhere to with religious zeal. And though violent and cruel, can be appealed to by non-orcs in negotiations. Orc Clerics can become disciples of the Black Code (Acheron Planar Clerics), and are walking encyclopedias of sailor superstition, taboos and variations on Black Codes. Such priests wear black coats and are called Provosts.
Wildspace Orc Names
Wildspace Orc tend to take orcish names.
Male: Dukagsh, Yikart, Urkutz, Zark, Morkitar, Wrackblood, Rendflesh, Spikestar, Neverfang, Voulge,
Female: Baggi, Emen, Engong, Kansif, Myev, Neega, Ovak, Ownka, Shautha, Sutha, Vola, Volen, Yevelda

ORC TRAITS
Your orc character has the following racial traits.
Ability Score Increase. Your Strength score increases by 2, your Constitution score increases by 1, and your Intelligence score is reduced by 2.
Age Orcs reach adulthood at age 12 and live up to 50 years.
Alignment. Orcs are vicious raiders, who believe that the world should be theirs. They also respect strength above all else and believe the strong must rule over the weak to ensure that weakness does not spread like a disease. Wildspace Orcs follow a harsh and unforgiving code of laws and regulations (the black code). As such, most are lawful evil.
Size. Ores are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
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.
Aggressive. As a bonus action, you can move up to your speed toward an enemy of your choice that you can see or hear. You must end this move closer to the enemy than you started.
Weapon Training. You have proficiency with the hand axe, battle axe, pistol, and musket.
Menacing. You are trained in the Intimidation skill.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Languages. You can speak, read and write Common and Orc.

DISNEY & DRAGONS: D&D in Fantasyland

Many times, in recent years I have encountered would-be players of Dungeons and Dragons whose sole experience with the fantasy genre h...