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Foreword

excitement of Spelljammer, creating


epic adventures and exploring the
unknown reaches of the universe. So,
The product your are holding is a buckle up, ready your spells, and
labor of love for another era, one prepare to journey into the stars!
where the hobby was exploring new – Lixu
frontiers, only limited by the
imagination of those who dared to
explore it, such attitudes led to the
creation of Spelljammer, the D&D
setting that brings the thrill for
fantasy adventure into the final
frontier, space itself. In its original
run Spelljammer was unique, yet did
not seemed to stay

This conversion guide brings the


Spelljammer setting to Old School
Essentials, providing players with a
new way to experience this classic
setting. In this book, you will find
rules to adapt the setting to the OSE
system, including new character
options and expanded magic rules.
You will also discover detailed rules
for space travel and ship-to-ship
combat, allowing you to engage in
epic battles among the stars.

Additionally, this guide includes tools


to help DMs create their own unique
crystal spheres and worlds to explore.
And, to get you started, an
introductory adventure is included
that will take your players on a
thrilling journey through space and
into the depths of a prison asteroid.

With this conversion guide, you will


be able to experience the wonder and

1
Basic Concepts of Wild Space__________3 Hull Armor_________________________42
Ship Instruments__________________43
Character Options______________________8
Ship Weaponry_____________________44
Character Classes___________________9
Spelljamming Adventuring________45
Wildspace Sailor_______________9
Ship Combat________________________47
Astromancer___________________11
Ship Designing_____________________49
Missionary_____________________13
Ship Catalogue_________________________51
Smuggler______________________15
Running Adventures___________________72
Dracon_________________________17
Starting a Campaign_______________73
Giff____________________________19
Adventure Scenarios_______________74
Hadozee_______________________21
Awarding Experience_______________75
Lizard Man____________________23
Trade_______________________________76
Character Races___________________25
Tracking Time______________________78
Dracon________________________25
Designing a Crystal Sphere________79
Giff____________________________26
Designing a Faction________________87
Hadozee_______________________26
Strongholds in Space______________89
Lizard Man____________________27
Monsters_______________________________90
Equipment__________________________28
Monsters Statistics________________91
Adventuring Gear_____________28
Monter Descriptions_______________93
Firearms______________________29
Encounter Tables_____________________113
Magic_______________________________32
New Magic Items______________________115
Magic Use in Space___________33
Appendices___________________________120
Divine Magic__________________34
Zephir Space: Sample Crystal
New Magic-User Spells_______35
Sphere_____________________________121
New Cleric Spells_____________35
Appendix L: House Rules_________137
Spell Descriptions____________35
Inspirational Material____________139
Ships of Wildspace____________________38
Game Statistics____________________39
Spelljamming______________________41

2
Basic Concepts Some crystal spheres may contain
worlds that are similar to those found

of Wildspace
in our own solar system, while others
may be filled with bizarre and alien
worlds that defy all expectations.
Welcome to the Spelljammer™
setting, where you will get the chance
The outer layer of a crystal sphere is
to live exciting adventures in outer
known as the "sphere wall." It is
space, in the edges of the material
incredibly durable and difficult to
plane, beyond the veil of your typical
breach, able to withstand almost any
fantasy world’s atmosphere. It is good
physical or magical damage.
to understand, however, that not
Therefore, there are only a few
because you are going to space it
known ways to breach the outer shell
means that the common laws of
of a crystal sphere:
physics from our reality will be in
place just as we know, so before
● A Create Portal spell (More
starting your journey, let’s go over
information found in magic, p32).
some basic concepts of how space
● Naturally occurring portals pierce
works in the Spelljammer™ setting.
the shell in various locations at
random and unpredictable
intervals.
● In some systems , stars are located
In Spelljammer™, the universe is around the fringes. Occasionally,
divided into many separate, such stars are themselves portals to
self-contained worlds, each other locations which can be
contained within a crystal sphere. accessed by diving into the heart of
These crystal spheres act as barriers, the star. Such portals are very rare,
separating one system from the next. however.
●The legendary Spelljammer and
Each crystal sphere contains its own creatures such as space dragons
unique set of planets, moons, and seem to have an innate ability to
other celestial bodies, as well as its open portals out of the sphere.
own set of physical laws, magical These portals close slowly over a
forces, and inhabitants. Some crystal long period , so other ships can
spheres may even have different sometimes pass through them.
cosmological models, like some From outside a sphere, these portals
spheres following a ptolemaic model are easily visible.
(one planet at the center with the
sun orbiting around it).

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The Phlogiston is a strange, gaseous
substance that fills the void between
the different crystal spheres that
make up the universe. It is an
incredibly volatile and unpredictable
substance, often described as a thick,
swirling mist or gas that is filled with
pockets of pure magical energy, as
well as various hazards like explosive
gasses, storms, and pockets of utter
nothingness. The Phlogiston is also
home to many strange and dangerous
creatures, including eyes of terror,
neogi, and mind lasers, among
others.

Spelljamming ships are designed to


navigate the Phlogiston, using
magical engines and specialized crew Flammability of the
members to avoid or overcome the
various hazards that the substance Phlogiston
presents. Travel through the
Phlogiston is always fraught with
danger, as ships may encounter
anything from hostile creatures to
unpredictable magical phenomena at
any moment.

Despite its many dangers, the


Phlogiston is also a source of great
power and opportunity, as it contains
vast stores of magical energy that can
be harnessed by skilled spellcasters
and adventurers, who seek to delve
into the Phlogiston, either to uncover
its secrets or to seek out riches
beyond the known crystal spheres.

4
In Spelljammer™, gravity works The void of space is a vacuum,
differently from the way it works in meaning there is no air to breathe,
real life. Instead of being tied to a however, all objects carry with them
planet's mass, gravity is produced by an air envelope, which provides
an object called a gravity plane. Each breathable air for some time while in
planet or asteroid in a crystal sphere the vacuum of space.
has its own gravity plane, which
extends out in all directions and Air envelope by object size
affects all objects within its range.
When a ship or other object enters a
gravity plane, it is pulled toward the
nearest point on the plane, just as if
it were being attracted by a massive
object. This allows ships to navigate
through space, meaning that ships
can travel in any direction, rather
than being limited to orbiting planets
as they would be in real life.

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Space travel is done using magical Wildspace is the vast, empty expanse
ships called spelljammers. These between the crystal spheres that
spelljammers are powered by magical contains most of the celestial bodies
helms, which allow them to navigate and other hazards that spelljammers
through the phlogiston and travel must navigate. It is an unpredictable
between the crystal spheres. The and dangerous place, filled with
helms are usually located in the rear phenomena such as radiation storms,
of the ship and can be controlled by a asteroid fields, and spatial anomalies.
spelljammer pilot or a spellcaster
with the appropriate magic spells Wildspace also contains a number of
(See Spelljamming, p41). inhabited objects, such as asteroids,
planetoids, and even planets that are
Spelljamming helms are the easiest not part of any crystal sphere. These
way to get a ship moving, but are are often home to unique life forms
hardly the only way. The dwarves use and cultures, and can provide
their forges to propel their great opportunities for trade, exploration,
stone citadels, while the eyes of or conflict.
terror use a mutated version of their
own species, called an orbus, to Wildspace is so vast that a ship,
provide the necessary power. The however, that even traveling at
mind lashers, who have spell-like spelljamming speed can take weeks
abilities, use specially designed helms to cross a single sphere, and a
in series to power their ships. journey between spheres may last for
many months.

6
Space is filled with a countless variety Worlds are classified by the most
and diversity of denizens, including prevalent element in them, listed as
but certainly not limited to the most Fire, Earth, Air and Water:
famous races from more traditional
fantasy settings. The vastness of ●Fire worlds are spheres that tend
space changes the way they organize, to take the role of suns of their
however, as traditionally understood respective systems, and they are
nation states and empires have to characterized by their intense heat
manifest in another form to work at and extreme conditions. The
such scales. surface of these worlds is usually a
sea of lava, and the atmosphere is
For starters, empires as we know it toxic and dangerous to breathe.
wouldn’t work, as their authority
would quickly delude in the ●Earth worlds are the most
bureaucracy necessary to rule over a common type of world found in the
single planet, let alone several, so for universe. They have a solid surface,
that reason, traditional empires or an atmosphere with a breathable
nations in space would be extremely mix of gasses, and diverse
decentralized, relying more on soft ecosystems. Most habitable worlds
power (culture, religion, trade) rather fall into this category.
than the use of force.
●Air worlds are spheres with no
solid surface, and their inhabitants
live on floating islands or fly using
magical or technological means.
These worlds are characterized by
their turbulent winds and
unpredictable weather patterns.

●Water worlds are spheres covered


entirely by oceans and very few
landmass. They are home to many
aquatic races, and their
environments can range from
shallow, coral-filled reefs to deep,
dark trenches.

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8
Character Classes
Sailors are able to discern their

Wildspace Sailor location by watching the stars with a


4-in-6 chance of success

Sailors have a bonus of 1 for all


checks when operating ship
equipment, whether they are
weapons, steering, etc.

Sailors have a 2-in-6 chance to


identify the origins of a ship by the
Wildspace Sailors (or simply sailors)
are fighters who, aside from combat, symbols decorating the hull and
also specialize in skills that help flag.
them adapt to the vastness of space.

Alignment: Sailors are only bound When facing opponents in one to


to their sense of adventure and
one combat and no one else is
curiosity, meaning that they often
find it difficult to adapt to one interfering, Sailors gain a +1 to attack
society at one place. Therefore, they rolls.
may only be neutral or chaotic. If a
sailor ever changes alignment to
lawful, they lose all special class Due to their life across the stars,
abilities and become a fighter of the
sailors find it difficult to settle in one
same level. The character may be
able to regain their sailor status by location. Should they want to settle
performing a special quest. and build strongholds, they will
become a regular fighter of the same
level. The character may be able to
Sailors cannot use pieces of armor regain their sailor status by
heavier than chainmail, but can use performing a special quest in space.
all weapons.

9
Sailors can add +1 to morale checks
to all crew members when sailing a
vessel.

A Sailor is granted the title of


Corsair and a spelljamming ship
with 3d10 crew members to
command. The DM may allow the
player to choose the model.

10
Astromancer
See Magic, p110 in Old School
Essentials™ for full details on
arcane magic.
Magical research: An astrologer of
any level may spend time and money
on magical research at half the
regular price. This allows them to
add new spells to their astral codex
and to research other magical effects.
When a magic-user reaches 9th level,
Astrologers are Magic-Users who
they are also able to create magic
travel the spheres studying the stars
items.
and their connection to magical
Spell casting: Astrologers use astral
forces and energy.
codexes as spell books, which contain
the formulae for arcane spells. The
spell casting chart (opposite) shows
Astrologers can only use daggers and
both the number of spells in the
staves, being unable to use shields or
astrologer’s spell book and the
wear any kind of armor. This makes
number they may memorize,
them very vulnerable in combat.
determined by the character’s
experience level. Thus, a 1st level
magic-user has one spell in their
Astrologers are master navigators,
spell book. Astrologers have the same
meaning they have a 5-in-6 chance of
spell selection as magic-users.
locating themselves by watching the
Using magic items: As spell casters,
stars.
astrologers are able to use magic
scrolls of spells on their spell list.
They can also use items that may
Astrologers carry an astral codex with
only be used by arcane spell casters
them to record cosmic phenomena
(e.g. magic wands).
and locations. They have a 2-in-6
chance of knowing information on
planets and other cosmic events.

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Astrologers can attempt to identify
Monsters and Magical Items with a
1-in-6 chance of success. This skill
can only be attempted once per
target.

An Astrologist may build a


stronghold, often an academy. 1d6
apprentices of levels 1–3 will then
arrive to study under the astrologer.

12
Missionary
Magical research: A missionary of
any level may spend time and money
on magical research. This allows
them to create new spells or other
magical effects associated with their
deity. When a missionary reaches 9th
level, they are also able to create
magic items.
Spell casting: Once a missionary has
proven their faith (from 2nd level),
the character may pray to receive
Missionaries are clerics that seek to spells. The power and number of
spread their faith throughout the spells available to a missionary are
universe. They are able to mix their determined by the character’s
faith with local traditions with ease. experience level. Missionaries have
the same spell selection as
magic-users.
Missionaries can use all types of Using magic items: As spell casters,
armor. They may use only blunt missionaries can use magic scrolls of
weapons, like the following: club, spells on their spell list. They can
mace, sling, staff, war hammer. also use items that may only be used
by divine spell casters (e.g. some
magic staves).
See Magic, p110 in Old School
Essentials™ for full details on divine
magic. Missionaries gain proficiency in one
Holy symbol: A Missionary must additional language when reaching
carry a holy symbol. 2nd, 4th, 6th, 8th, 10th, 12th and 14th
Deity disfavor: Missionaries must be levels.
faithful to the tenets of their core
faith and the god they serve under
their current crystal sphere. Failure Due to their natural charisma,
to act in favor of their current deity Missionaries get a +4 bonus on NPC
may incur penalties reaction checks.

13
Missionaries can request the help of A missionary may establish or build a
converts to their faith, making them stronghold in an foreign land, also
better followers than normal. known as a mission. Once a mission
Better Wages: Mercenaries and is established, the missionary will
Retainers converted can be hired at attract followers (5d6 × 10 fighters of
half the regular price and wages. level 1–2). These troops are
More Followers: A Missionary can completely devoted to the
hire an extra number of converted missionary, never checking morale.
followers allowed by his CHA score The referee decides which
equal to the half the character level proportions of followers are 1st and
rounded up (e.g: A 5th Level 2nd level and which are bowmen,
missionary can hire 3 extra infantry, etc.
followers).

14
Smuggler
Smugglers have a series of contacts
across the planets from their travels.
They have a 4-in-6 chance of finding
a good trading contact (with a 50%
bonus in sales value) and a 2- in-6
chance of finding someone with
valuable information.

A smuggler is an individual trained in


the art of movement, relying on their
Smugglers can use the following
wits to transport materials through
skills with the chance of success
Wildspace, usually outside of the law.
shown opposite.
Alignment: Smugglers may not be
● Conceal Item (CI): The smuggler
lawful.
conceals a small item in a container
Adjust ability scores: In step 3 of
or room, such as the false bottom of
character creation, smugglers may
a chest or beneath floorboards.
not lower STR.
●Hear noise (HN): In a quiet
environment (e.g. not in combat), a
smuggler may attempt to listen at a
Smugglers cannot wear armor
door or to hear the sounds of
heavier than leather and cannot something (e.g. a wandering
use shields. They can use any monster) approaching.
weapon. ●Hide in shadows (HS): Requires
the smuggler to be motionless.
Attacking or moving while hiding is
Smugglers have a 60% chance to tell not possible.
when someone is hiding something. ●Move silently (MS): A smuggler
Whether someone is telling a may attempt to sneak past enemies
half-truth or hiding a weapon, they unnoticed.
can always tell when there is more to ● Falsify (FA): The smuggler can
a person than meets the eye. falsify documents or small items.

15
All skills except hear noise are rolled
on d%, with a result of less than or
equal to the listed percentage
indicating success. Hear noise is
rolled on 1d6. If the roll is within the
listed range of numbers, the skill
succeeds.

A smuggler can establish a smuggling


guild, attracting 2d6 apprentices of
1st level. These smugglers will run
operations throughout the cosmos,
operating underground as agents.

16
Dracon
If using encumbrance rules (see
encumbrance in Old School
Essentials™), Dracons have a
maximum load of 3,200 coins they
can carry (For clarification, all
effects applicable to encumbrance
apply at double the weight for
Dracons are dragon-centaurs that Dracons).
have recently appeared on the fringes
of the Known Spheres. They are herd
creatures, and their lives consist of a
Because of their size, dracons are
series of formal rituals designed to
allow them to interact with the herd
forced to live and adapt to a world
with no dissension. not suited to their size. Dracons
will have to pay an extra 20% in
armour and commodities.
Dracons can use normal and large
types of weapons and all types of
armour. For Dracons, due to their natural
affinity with dueling, have a +1 bonus
to attack rolls when wielding a melee
Dracons, due to their draconic skin, weapon. Additionally, unmodified
only receive half damage from fire. attack rolls of 19 and 20 always hit.
They also receive a +2 bonus to saves
vs breath against fire based attacks
A Dracon may gather its own herd
with its immediate and extended
Dracons have long thumb-claws that family, composed of 3d6 other
inflict ld4 points of damage in
level 1-3 Dracons.
combat when not wielding a weapon.

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18
Giff
By nature, giff are non magical, their
nature is so non magical that they
cannot use spelljamming helms or
any magical items.

Giff will form a platoon with 3d6 Giff


of levels 1-3. Giff platoons (the major
form of societal organization) serve
Giff are powerfully muscled, 9’-tall other space faring races. They wander
humanoid hippopotamus. They from sphere to sphere, fighting in
battles and conquering their
are renowned mercenaries, found
employer's enemies, but they are at
almost everywhere throughout
the mercy of their employers, as the
the universe looking for wealth
giff cannot operate spelljamming
and glory. helms.

Giff any weapons and all types of


armour.

Giff natural affinity with ranged


weapons grants them +2 to attack
rolls and damage when attacking
with a ranged weapon.

Giff’s tough skin grants them a +1


Bonus to AC, regardless of the armor
being worn.

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20
Hadozee
●Climb sheer surfaces (CS): A roll
is required for each 100’ to be
climbed. If the roll fails, the
hadozee falls at the halfway point,
suffering falling damage.
●Hide in shadows (HS): The
hadozee must be motionless,
attacking or moving while hiding
is not possible.
Hadozee, or "deck apes," are tall,
●Move silently (MS): A hadozee
slender, tailless apelike humanoids.
may attempt to sneak past
Hadozee have traveled the spaceways
enemies unnoticed.
for generations, respected
●Tightrope walking (TW):
throughout the known universe for
Hadozee can walk along
their craftiness and willingness to get
tightropes, narrow beams, and
a job done.
ledges at up to half their normal
movement rate. A roll is required
every 60’. Failure indicates that the
Hadozee are able to wield any type of
acrobat falls and suffers falling
weapon. Due to their natural agility,
damage. Windy conditions may
they prefer and may not wear armor
reduce the chance of success by up
heavier than chainmail nor shields.
to 20%. Holding a balance pole
increases the chance of success by
10%.
A hadozee can glide through the air
by spreading its gliding flaps,
traveling 1’ forward for every 1’ of
When retreating from melee, an
height it loses. When gliding,
acrobat’s ability to tumble negates
hadozee have a movement rate of I8
the opponent’s usual +2 bonus to hit
and receive 0 damage when they hit
(see p222 in Old School Essentials).
the ground. Attacking an opponent
while gliding grants a 1d4 bonus in
the attack roll and double damage.

21
All skills except hear noise are rolled
on d%, with a result of less than or
equal to the listed percentage
indicating success. Hear noise is
rolled on 1d6. If the roll is within the
listed range of numbers, the skill
succeeds.

A Hadozee can gather a mercenary


band and get a spelljamming ship,
attracting 3d6 hadozee of 1st level.
This band will be able to explore the
cosmos in their own adventures and
travels.

22
Lizardman
Lizardmen have a movement rate of
120’ while swimming. On the other
hand, while on land, they only have a
movement rate of 60’.

A Lizardman character may set up a


tribe of lizardmen and build a
stronghold, gathering a group of 6d6
Lizardmen are savage, semi-aquatic, Lizardmen of levels 1-3. Said tribe
reptilian humanoids that live through may settle any unclaimed marsh
scavenging, raiding, and, in less hostile lands where their stronghold and
areas, by fishing and gathering. domain may be placed.

Lizardmen are able to use all


weapons, but due to their natural
constitution, they don’t feel the need
to wear armor beyond shields.

Lizardmen have a natural AC of 5


[15]. Lizard Men can still receive DEX
bonuses to AC as well as use magical
means (like Rings of Protection) to
improve their AC.

Lizardmen are able to breathe on


water just like in land. Additionally,
they are able to hold their breath for
up to 1 turn.

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24
Character Races
Dracons, due to their draconic skin,

Dracon
only receive half damage from fire.
They also receive a +2 bonus to saves
vs breath against fire based attacks

Dracons have long thumb-claws that


inflict ld4 points of damage in
Dracons are dragon-centaurs that combat when not wielding a weapon.
have recently appeared on the fringes
of the Known Spheres. They are herd
creatures, and their lives consist of a
series of formal rituals designed to
allow them to interact with the herd
If using encumbrance rules (see
with no dissension.
encumbrance in Old School
Essentials™), Dracond have a
● Fighter: 10th maximum load of 3,200 coins they
● Knight: 9th can carry (For clarification, all
● Cleric: 7th effects applicable to encumbrance
● Wildspace Sailor: 9th apply at double the weight for
● Missionary: 6th Dracons).

Dracons can use normal and large


Because of their size, dracons are
types of weapons and all types of
forced to live and adapt to a world
armour.
not suited to their size. Dracons
will have to pay an extra 20% in
armour and commodities.

25
Giff Hadozee

Giff are powerfully muscled, 9’-tall Hadozee, or "deck apes," are tall,
humanoid hippopotamus. They slender, tailless apelike humanoids.
are renowned mercenaries. Hadozee have traveled the spaceways
for generations.

● Fighter: 14th
● Wildspace Sailor: 11th ● Fighter: 11th
● Thief: 9th ● Wildspace Sailor: 10th
● Smuggler: 9th ● Cleric: 6th
● Acrobat: 10th
● Assassin: 7th
Giff have a +2 to attack rolls and ● Thief: 11th
damage when attacking with a
ranged weapon.
Hadozee are able to wield any type of
weapon. They do not wear armor
Giff’s tough skin grants them a +1 heavier than chainmail nor shields.
Bonus to AC, regardless of the armor
being worn.
A hadozee can glide through the air
by spreading its gliding flaps,
By nature, giff are non magical, their traveling 1’ forward for every 1’ of
nature is so non magical that they height it loses. When gliding,
cannot use spelljamming helms or hadozee have a movement rate of I8
any magical items. Giff receive a +4 and receive 0 damage when they hit
bonus in saves vs spells and saves the ground.
vs wands.

26
Lizardman
Lizardmen are able to breathe on
water just like in land. Additionally,
they are able to hold their breath for
up to 1 turn.

Lizard men are humanoid lizards with


four fingered hands, brownish-green Lizardmen have a movement rate of
skin, and thick. heavy tails. They vary 120’ while swimming. On the other
from 5’ to 7' tall. hand, while on land, they only have a
rate of 60’.movement

● Fighter: 11th
● Wildspace Sailor: 10th
● Ranger: 9th
● Cleric: 6th
● Druid: 5th
● Magic-User: 7th
● Assassin: 4th
● Thief: 11th

Lizardmen, due to their natural


constitution, don't feel the need to
wear armor beyond shields.

Lizardmen have a natural AC of 5


[15]. Lizard Men can still receive DEX
bonuses to AC as well as use magical
means (like Rings of Protection) to
improve their AC.

27
Equipment
●Astral Map: It provides
information about local
constellations and other celestial

Adventuring Gear
bodies, may be added to a star
charter.
●Binoculars: It allows the wearer
In addition to the adventuring gear
to see further than biologically
presented in Old School
possible, up to 200 miles.
Essentials™, the following may be
●Crystal Ball: A magical artifact
used for campaigns in the
that allows instant
Spelljammer™ setting.
communication to another paired
one, to a limited distance of 100
miles. In order to pair two or
more crystal balls, one has to put
them together for at least a day.
●Grappling Bow: It resembles a
crossbow, with similar range of
fire. It shoots a grappling hook
that may grapple on a solid
surface.
●Gunpowder Pouch: It may be
used to cause a 5’ explosion that
deals 2d6 fire damage.
●Hazard Suit: It provides
protection in toxic and radioactive
environments. It grants a bonus of
+1 in Saving Throws against toxic
gasses, but it gives a penalty of +2
●Air Mask: Air tight leather mask [-2] AC in return.
with a small cylinder worn usually ●Semaphore Flags: Allows for flag
on the belt. It provides an extra 18 communication at a distance.
turns of air while in space. ●Solar Sextant: It helps to
●Ammunition Pouch: It carries 20 calculate the distance between
bolts, which can be used for two celestial bodies.
firearms (See Firearms, p.).

28
Firearms
Loudness
The first time in an encounter a
weapon is fired, the noise triggers a
In the Spelljammer™ setting,
wandering monster check and causes
firearms are a common weapon used
animals (except those trained for
by various space faring races. They
battle) to make a morale check or
are often called "gunpowder"
flee. At the DM’s discretion,
weapons, as they use a substance
human-like creatures of 2 HD or less
called gunpowder to propel a
from cultures without firearms may
projectile out of the firearm's barrel.
also be affected.
Firing in Melee
Guns are typically ignited by a Firing a firearm at point blank gives a
smoldering wick placed in the touch -5 penalty on the attack roll unless
hole, which would then ignite the said otherwise.
gunpowder in the barrel, creating a
burst of flame and propelling the
bullet forward. This process is slow Firearms have the advantage of not
and prone to misfires, and requires needing much specialized training to
the user to be skilled in the process be used, although not everybody can
to be operated effectively in battle. operate the heavier and more
powerful models. The following
classification indicates what classes
Loading and reloading
can use which weapons.
An advantage of firearms over bows is
●Non-martial classes: May use a
that they can be loaded in advance of
pistol but no other firearms.
combat and easily carried in a
●Semi-martial classes: May use a
ready-to-fire state. Reloading
pistol, blunderbuss, or musket, but
requires a round between shots;
not a heavy musket.
can only be fired every second round.
●Martial classes: May use any
firearm.
Fire and falling ●Clerics: The referee should decide
If a character employing a firearm whether or not firearms are
falls or is subjected to fire, the DM prohibited by the religious doctrine
may determine the weapon misfires. of clerics.

29
Musket: A two-handed gun with a
barrel length of 40–60”.

Heavy musket: A two-handed gun


with a barrel length over 60”. It
requires a forked prop to aim and
fire. If fired without the prop, the
attack roll is penalized by –2.

If the optional rule for detailed


encumbrance is used (see
Old-School Essentials), the listed
weight of weapons is tracked. The
listed weight of missile weapons
already includes the weight of the
ammunition and its container.

Pistol: A single-handed gun with a


barrel length less than 16”. Unlike
most missile weapons, a pistol can be
fired in melee.

Blunderbuss: (Also known as a


musketoon.) A two-handed gun with
a barrel from 13–30” long. It is shot
from the hip. Unlike most missile
weapons, a blunderbuss can be fired
in melee. It uses a shot composed of
many smaller balls, instead of a
single, large ball and, at longer
ranges, causes damage to targets in
an area.
30
Missile: Fired weapon (greater than
5’ distance). The distances for short If the DM wishes firearms to have a
(+1 to hit), medium, and long (–1 to stronger advantage over other missile
hit) range are shown in parentheses. weapons, the following rule may be
Point blank: May be fired at an used.
opponent in melee range (5’ or less). Bonus vs metal armour: Firearms
+1 to hit. gain a +2 bonus to attack rolls against
Slow: The character acts last in each targets wearing non-magical metal
combat round (see Combat in armour (e.g. chainmail, plate mail).
Old-School Essentials™ ).
Spread: At medium or long range,
targets all creatures in an area—a 5’
square at medium range and a 10’
square at long range. Make a single
attack roll and compare against each
target’s AC; roll damage for each
target hit.
Two-handed: Requires both hands;
the character cannot use a shield.

31
32
Magic Use in
Within the air envelope that

Space
surrounds a planet, fire burns
normally. Outside that envelope,
however, there is a vacuum that will
In the Spelljammer™ setting,
not support fire. Magical fire (such as
spellcasters are crucial, as the main
fireballs) will work in the vacuum of
source for interstellar travel is done
space, as it is the sudden creation of
through magic, via the spelljamming
fire that requires no air. Magical fire
helms. As such, magic is familiar to
will not cause other objects to burst
everybody living in space, although
into flame, however, because there is
some restrictions exist when casting
no air to support a non-magical
spells in the Phlogiston.
reaction.

Conjuration/Summoning spells will


not work in the phlogiston if they
summon extra-dimensional monsters
or powers. No power, god, elementaI,
or other meta-planar creature can be
summoned in the phlogiston, and
any spell that attempts to do so will
fail.

In the phlogiston, spells that contact


or give passage to another dimension
Fire works all too well in the
will fail. Only inside of a Crystal
phlogiston. As noted in Chapter 1, the
Sphere would these spells function as
entire area is permeated with an
intended.
explosive mix. This makes both
magical and non magical fire
extremely dangerous.

33
A cleric who enters a foreign crystal
shell is similarly restricted . The only
Clerical magic operates normally exceptions to this occur when a
within the crystal sphere that cleric's deity (or a similar power) is
surrounds a cleric's native world, but recognized in the foreign shell or the
is severely hampered once that cleric cleric casts a successful contact home
enters the phlogiston. A cleric power spell affording his deity
receives his spells through his deity, temporary access to the foreign
and his deity's effectiveness ends at sphere.
the crystal shell. The phlogiston is
impenetrable to extra-dimensional Any god or power is considered
magics, and as a result the "gods" and "recognized " within a sphere if he
other powers have no sway there. has worshipers and/or an organized
church anywhere within that system.
A cleric may not regain spells above This does not mean that a PC cleric
2nd level while in the phlogiston, can move into a sphere and
because he remains out of direct automatically establish a base of
contact with his deity. Loss of such worship for his god. For a deity to be
spell abilities does not affect a cleric’s a recognized power in any shell, he
spelljamming abilities. has to have an established group of
worshipers somewhere in the system.

Characters native to space may


worship the deities of the sphere they
are in or may follow a number of
faiths found in many space
civilizations. These faiths are:

● The Polygots.
● The Path & The Way.
● Ptah (the traveler 's god).
● Various planar churches.

34
New Cleric Spells Spell Descriptions
1st Level
●Create Air

Duration: Permanent
●Detect Powers
Range: 30’
Material: A drop of fresh water
The caster creates a breathable
●Contact Home Power
bubble in an area where there is none
or where the air is toxic or
unbreathable. This pocket of
● Create Minor Helm
breathable air last a number of 2d20

New Magic-User turns


1. Size of the bubble: 5’ in
diameter, if the caster is of

Spells 7th Level or more, the size


increases to 10’ in diameter.

●Locate Portal Duration: 1 round


Range: Infinite
Material: A conch shell
●Create Portal the caster can sense the presence
and approximate location of the
closest portal in or out of the
●Create Minor Helm phlogiston within the closest
crystal sphere (If the caster is
inside one, it is then the crystal
●Create Major Helm
sphere he is located in).

35
2nd Level
Duration: 1 Week
Range: Unlimited
The user of this spell establishes a
Duration: Instant tenuous link through the Astral Plane
Range: Self between his present location and that
Casting this spell outside a crystal of the power he venerates. This link
shell allows the cleric to determine if permits the priest to regain his spells
there are friendly gods and/or other as if the god is recognized and
powers so that he may recharge his venerated within the sphere.
spells within its borders. The detect 1. Distance: It has no effect
powers spell will also reveal if the upon the priest's attempt to
gods revered by the cleric are contact the home power , but
worshiped within that sphere. dimensional gates, antimagic

3rd Level
fields , and the effects of
dispel magic will prevent the
use of the spell. Also, the spell
will not function in areas that
the power has been
Duration: 4 rounds
specifically banished from.
Range: 100’
2. Failed Attempt: The cleric
The caster opens a portal in or out of
attempting to uplink with his
the current Crystal Sphere.
power in such locations will
1. Size of the portal: The
be informed through the spell
portal should be big enough
that such contact with his
to allow a medium sized
god is forbidden. The priest
vessel to go through the
will not be given the reasons ,
portal, but bigger capital
however, as gods are
ships may require several
noticeably reticent to explain
more magic-users casting this
why they cannot exert their
spell.
power, preferring instead to
look all-powerful to their
worshipers.

36
5th Level

Duration: 1 week per level


Range: Touch
Component: A chair
By casting this spell, the caster may
transform a normal chair or seat into
a minor spelljammer helm suitable
for powering a ship through space
(see spelljamming, p41). This spell
does not replace the need for a
permanent magical helm onboard,
and is used primarily as a backup
system or in emergency situations.

6th Level

Duration: 1 week per level


Range: Touch
Component: A chair
The caster may transform a normal
chair or seat into a major
spelljamming helm suitable for
powering a ship through space (see
spelljamming, p41). This spell does
not replace the need for a permanent
magical helm onboard, and is used
primarily as a backup system or in
emergency situations.

37
38
Required Crew (RC)
The number of people required for
Hull Points (HP) the ship’s normal operation, listed
The ship’s structural integrity and from minimum skeleton crew to
ability to keep moving when maximum number aboard.
damaged. Analogous to a character’s Landing Capacity (LC)
hit points. A ship that reaches 0 hull The type of terrain the ship is capable
points is destroyed. of landing when on a planet, whether
it is land, water, both or none.
Armor Class (AC)
Maneuverability (MN)
The ship’s ability to resist damage
The number of rounds a ship would
from attacks, it comes from the ship
take to change its current course.
and its plating
Movement Rate (MR)
The speed at which the vehicle can
In combat, attacks and damage may
move. Determined by ship class
be directed at vehicles in addition to
plus spelljamming rate, the rate of
characters and monsters.
movement during encounters is
Normal attacks: Unless noted in a
counted in miles, daily travel inside a
ship’s description, attacks with
crystal sphere is the same rate in
normal weapons (e.g. bows, swords,
Astronomical Units (AU, roughly 93
etc.) do not inflict hull damage.
million miles) and interstellar travel
Magical attacks: Damaging spells or
is counted in lightyears per day.
magical attacks inflict one point of
Cargo Capacity (CC) hull damage per five points of normal
The maximum load the ship can hit point damage the attack does.
carry, measured in cargo points Giant monsters: Can damage ships,
(Equivalent to 500 lb). inflicting one point of hull damage
Weapon Slots (WS) per five points of normal hit point
Amount of weapons that can be damage the attack does.
mounted. Mounted weaponry: Ships tend to
Power Type (PT) carry mounted weaponry designed
The form of the spelljammer engine for ship-to-ship combat. Such
usually found with a type of ship. weapons inflict hull damage directly,
described in ship weaponry, p44.

39
Performing Self-Repairs
Ships can also be repaired at a dock
While Adventuring, one may use
by specialized workers.
materials (like wood, stone or metal)
Rate of repair scavenged or purchased to repair a
Ships get repaired at a rate of 1d10 damaged vessel. The amount of
Hull Points per day. material to be used is 1 ton of
Repair Price material per 1 Hull Point repaired
Depends on the facility, but as a rule per day.
of thumb, 100 GP + workers wage.

40
Minor and Major Helms
These are types of spelljamming
Spelljamming is a process in which a helms that provide different forms of
magic proficient character converts converting energy. Minor Helms are
magical energy into motive energy more affordable, but are more
for a ship (Called Spelljamming inefficient, in contrast to Major
Rating), possible through spells but Helms, which transfer more magical
more commonly through a energy and are more complex and
spelljamming helm inside of the ship. expensive.

Using a Spelljamming Helm ● Minor Helms: Convert Energy


The spelljamming helm consists of a equal to the highest spell level
chair (sometimes a very ornamented the user is able to cast (A 7th level
one) which restrains the person using Magic-User would provide a
it, when handling the helm, while Spelljamming Rating of 4).
also making him unable to cast
spells for the next 24 hours after ●Major Helms: Convert energy
operating it. equal to the highest spell level the
user is able to cast x 1.5 (A 7th
●Spelljamming Movement: Using a level Magic-User would provide a
Spelljamming helm makes the ship Spelljamming Rating of 6).
move at a speed of the movement
provided by the class plus the
user spelljamming rate.

●Acceleration: Spelljamming takes


time, with the user needing 1 turn
per spell level to reach maximum
speed.

●Increased Speed: Users may spend


a spell slot while spelljamming to
increase the spelljamming rate by a
number equal to the spell level.

41
Hull Armor
Starting from the AC base that comes
In Old School Essentials™ , the from the model itself, plating are
rules for ship combat and modifications that can be added to a
space-faring adventures are relatively ship's armor, which can improve the
simple and flexible. As such, it ship’s AC depending on the material
should be relatively easy to in which the plating is done.
incorporate the various types of ship ● Standard Plating: This type of
armor found in the Spelljammer™ armor provides a basic level of
setting into an Old School protection for a ship.
Essentials™ game. ● Bronzewood: It is lighter and
more flexible than other types of
Hull Armor Class armor, as well as resistance to
Each ship has a base armor class of lightning.
10. It represents its durability, ● Iron armor: Heavy and durable,
techniques of manufacturing and it also provides resistance to fire.
simply how technologically advanced ●Adamantine: Adamantine is one
is the civilization that built its hull. It of the strongest and most resilient
can also be modified by its plating. materials in the cosmos. It
provides the highest level of
protection for a ship.

42
Ship Instruments ● Lifeboat: One-use vehicles
designed to bring up to 10 people
Extra gear and instruments that can relatively safely to the surface of a
be added to a ship for utility and star planet or rescue ship. The lifeboat
navigation. falls toward the nearest gravity
well. Multiple of these may be
required for bigger ships.
●Major and Minor Helm: Allow
spelljamming (See spelljamming,
p41).
●Passage Device: Allows the user
to open a portal through the
crystal shells between phlogiston
and wildspace.
●Planet Surveyor: Instrument that
surveys the surface of a planet,
identifying biosphere,
settlements, points of interest, etc.
●Planetary Locator: A device that
points in the direction of the
closest major astronomical body.
●Seafaring Hull Plate: A solid
plank of wood or metal that
provides a ship the capability of
●Anchor: Used to moor a ship to a landing on a liquid surface (Like a
larger body such as an asteroid or sea or ocean)
tie together two ships. Bigger ●Star Charter: A magical map that
ships may require a higher tracks the location and position of
number of anchors. astronomical bodies and crystal
●Landing Legs: Legs that can fold spheres through the phlogiston.
out of the inferior part of a ship, When given a new map, it will
giving the capability to land on a update its current one with the
solid planetary surface. new locations present on said map
(which could and could not exist).
43
Ship Weaponry
Old School Essentials™ includes
some basic rules for ship weapons,
but the diversity of vessels and
situations found in space makes
necessary an expanded list of
weapons that can be mounted on a
spaceship while playing
Spelljammer™.

Loading will depend on the weapon


in question, made by the required
number of crewmates. Attacking is
counted as a ranged weapon attack,
with the bonuses and penalties
applied if a Player Character operates
the weapon.

44
Spelljamming
Areas: Of spell effects, breath
weapons, etc. are still measured in
feet.

Adventuring
With a navigator aboard: The
chance of getting lost is 2-in-6.
Without a navigator aboard: The
chance of getting lost is 100% on the
open seas and 2-in-6 within sight of
land.
Effects: See Losing Direction, p106
in OSE™.

Unless certain cosmological effects


are taking place, surprise may not be
checked.

Movement Rates: Traveling


measured in astronomical units (AU),
determined by the Movement Rate
(MR). During encounters, however,
Movement Rate is measured in
miles.
Ranges: Weapon ranges are
measured in miles outside of combat.

45
Cosmic Events
Potential events that could take place
during space travel, to be determined
daily by the DM.

Landing and
Takeoff Weather conditions could affect,
landing and takeoff time, according
When taking off from a planetary to the table below:
body, a certain amount of time is
required to allow the Helm to
overcome the force of normal gravity
and fully leave the planets’ gravity
well. The amount of time it takes to
leave the planets’ Gravity Well are
listed below:
➢ Planetoids and Moons: 1 Turn
➢ Earth-sized Planets: 2 Turns
➢ Super Earth-sized Planets: 3
Turns
➢ Gas Giants and up: 4 Turns

46
Space Combat
Outside of Ramming and
Boardings
●Movement Rate: During
encounters, movement is the Move
Rate (MR) in miles per round.
●Maximum Duration: Once one of
the ships is out of range of pursuit
to the rest participating in combat.
●Turning: Turning will take a certain
amount of rounds determined by
maneuverability, when a turn is
taking place, ship positioning and
facing direction will depend on
how much is left on a 180° turn.

Characters who wish to cast a spell or During Ramming and


move when in melee must declare
this. Other actions need not be
Boarding
●During Ramming: After ramming
declared. Captains who wish to
against a target, the attacking ship
engage in combat or retreat may
is pushed back 100 feet, the
declare it.
spelljammer may use the remaining
movement for the round to lock
against the target to initiate
Similar to Old School Essentials™, boarding.
initiative is determined by rolling 1d6 ●During Boarding: During
for each side, the side with the Boarding, none of the locked ships
highest result acting first. are allowed to move away from each
other unless decoupling is declared,
which takes 1 round. After
See Morale in Old School decoupling, until the attacking ship
Essentials™, p123. Characters who goes out of immediate vicinity, the
act as officer or captain may issue boarded ship has +2 on all attack
orders to the crew during this step rolls against the ship(s) boarding it.

47
Ramming
The ship crashes against another to
Are possible anytime an enemy is at deal damage upon impact. Ramming
range, rolled by the player or deals Half the maximum HP of the
crewmate operating the ship's ramming ship as damage and
weapons. The range modifiers from passes it over to the target ship. If the
Old School Essentials™ also apply. ship is carrying a battery ram, this
damage is halved (A quarter).
Boarding
Spells are cast the same way as in any The ship is coupled to another to
regular combat encounter, having the allow passage of the crew of one to
same ranges. invade the other. To couple a ship,
both sides make a roll of 1d6, if the
attacking has a higher result, the
If a ship has enough movement and attacking is boarded. Once Coupled,
closure, a captain can order ramming neither ship can move apart unless
or boarding one of them is destroyed or the
attacking one decouples.

48
Ship Designing Ship Class Descriptions:
● Corvette: Small ships that
When playing Spelljammer™, both
usually have high speed and
DMs and players will eventually feel
agility. Corvettes may be a small
tempted to take on the work on
and sometimes fragile weapons
designing their own ships. In order to
platform, but when utilized
provide a time saving process of ship
correctly they can be very
designing, the following guidelines
dangerous.
may be followed.
● Frigate: Ships designed for
ship-to-ship combat, having
more combat capabilities than
corvettes while keeping overall
speed.
● Galleon: Bigger ships designed
for longer travels, less
maneuverable than smaller
classes, but often counting with
higher combat capabilities.
● Capital: Huge ships used as
flagships of war fleets and even
as headquarters in war
campaigns. They tend to be
heavily armed, but also being
slower and less maneuverable
than smaller ships.
Ship Classes are used throughout the
cosmos to differentiate ships varying
from size and capabilities, from the
smallest lifeboat to the most
powerful battleship. Ship class
determines maximum hull points,
cargo capacity, weapon slots,
movement rate, maneuverability and
required crew. Granted, not all ships
may fall exactly within a certain
category, but these are often used as
guidelines to determine base values,
as stated on the table next page.

49
by 1 for each 2 HP
added/subtracted.

➢ Cargo Capacity: Modify Required


Add the mounted weaponry, hull Crew by 5 and/or Weapon Slots by
armor, spelljammer helm and other 1 for each 10 tons
properties, increasing the price for added/subtracted.
each piece of equipment added. ➢ Required Crew: Modify Required
Crew by 5 and/or Weapon Slots by
1 for each 5 passengers
Modifying Ship Statistics:
added/subtracted.
Naturally, one may want to modify
➢ Weapon Slots: Modify Cargo
the ship statistics provided by class,
Capacity by 10 and/or Hull Points
but modifying one statistic should
by 7 for each weapon slot
affect others for balance. So, each stat
added/subtracted.
is tied to one or more others in a
➢ Movement Rate: May not be
proportionally inverted way
modified to be increased.
(Meaning that when one increases,
➢ Maneuverability: May not be
the other decreases). The following
modified to be increased.
ship statistics association may be
used as guidelines to modify a
starship:
➢ Hull Points: Modify Movement
Rate by 1 and/or Maneuverability Pick a previously mapped vessel or
make your own.

50
51
●Weapons: 2 x Cannon (1d6+1,
Range: 2/12), 2 x Ballista (1d4,
Made by humans with the shape of a Range: 2/4), 2 x Trebuchet (1d4+1,
hammerhead shark, hammerships
Range: 2/6).
are one of the most known ships in
the whole cosmos, serving in a wide ●Instruments: 5 x Anchors,
variety of roles and situations. Seafaring Hull Plate, 4 x Lifeboats,
Planet Surveyor, Star Charter.
CLASS Galleon Price: 142,500 GP
HP 28 AC 5[14] (Bronzewood) MR 4
CC 30 WS 6 PT Major or Minor RC
30/60 LC Water MN 4

52
Small vessels made by elves, used ●Weapons: 2 x Ballista (1d4, Range:
mostly as couriers, scouts and 2/4).
escorts. They are known as one of the ●Instruments: 2 x Anchor,
smallest ships in known space. Landing Legs, Seafaring Hull
Plate, Star Charter, Planetary
CLASS Corvette Price: 49,200 GP Locator.
HP 12 AC 8[11] (Standard) MR 8
CC 10 WS 2 PT Major or Minor
RC 15/30 LC Both MN 1

53
Small Human ship made for scouting, ●Weapons: None
exploration, infiltration and spying, ●Instruments: Anchor, Landing
sacrificing combat capacity for Legs, Passage Device, Planet
maneuverability and stealth. Surveyor, Planetary Locator, Portal
Locator, Seafaring Hull Plate, Star
CLASS Corvette Price: 73,100 GP Charter.
HP 12 AC 8[11] (Standard) MR 8
CC 10 WS 0 PT Major or Minor RC
15/30 LC Both MN 1

54
A water vessel used mostly by ground ●Weapons: 2 x Ballista (1d4, Range:
based societies, basically a caravel 2/4).
ship with a helm installed to allow it ●Instruments: Seafaring Hull Plate,
to fly in space. One of the most likely 2 x Lifeboats, 4 x Anchor
vessels an adventuring party would
get first.

CLASS Frigate Price: 65,400 GP


HP 20 AC 8[11] (Standard) MR 6
CC 20 WS 2 PT Major or Minor RC
20/40 LC Water MN 2

55
One of the workhorses of space. Its ●Weapons: 2 x Ballista (1d4, Range:
small size and good maneuverability 2/4), 2 x Catapult (1d6, Range: 2/7).
make it ideal for transporting small ●Instruments: Landing Legs, 1 x
groups , very important persons , and Lifeboat, 2 x Anchor, Passage
small packages. Device, Portal Locator, Planetary
Locator, Star Charter.
CLASS Corvette Price: 49,700 GP
HP 12 AC 8[11] (Standard) MR 6
CC 10 WS 4 PT Major or Minor
RC 20/40 LC Land MN 1

56
Made as a second-generation version ●Weapons: Ballista (1d4, Range:
of the Dragonfly, the Damselfly 2/4), Catapult (1d6, Range: 2/7), 1 x
comes with reinforced armor and Cannon (1d6+1, Range: 2/2).
better combat capabilities, sacrificing ●Instruments: Landing Legs, 1 x
cargo area in exchange. Lifeboat, 2 x Anchor, Passage
Device, Portal Locator, Planetary
CLASS Corvette Price: 60,700 GP Locator, Star Charter, Planet
HP 12 AC 2[17] (Iron) MR 8 CC 2 Surveyor.
WS 3 PT Major or Minor RC 15/30
LC Land MN 1

57
The Wasp is a variant of the ●Weapons: Ballista (1d4, Range:
Dragonfly line, re-adapted to fit 2/4), Trebuchet (1d4+1, Range: 2/6).
lizardmen’s biology, with flooded ●Instruments: Landing Legs, 2 x
lower decks to simulate their swampy Anchor, Passage Device, Portal
natural habitats. These ships are seen Locator, Planetary Locator, Star
mostly waving the flag of pirates. Charter.

CLASS Corvette Price: 54,700 GP


HP 12 AC 5[14] (Bronzewood) MR 6
CC 5 WS 2 PT Major or Minor
RC 20/40 LC Land MN 1

58
Rather one specific vessel, these are a ●Weapons: Tyrant Ships do not have
collection of many different shaped weapons, rather, the terrible Eyes of
ships owned by the terrible Eyes of Terror who make up their crews fire
Terror (also known commonly as their magical eye attacks
“beholders”), who travel the stars in collectively at their opponent’s
an eternal civil war against their own vessels (Eye Ray Attacks are present
to reach their own maddened idea of in Old School Essentials Referee’s
perfection. Tome™ , p52). They have to be
docked to be at range, however, so
CLASS Galleon Price: 150,000 GP these ships tend to be always
HP 28 AC 0[19] (Natural) MR 5 CC 30 equipped with Ramming
WS (Special) PT Major or Minor Batteries.
RC 30/60 LC None MN 4 ●Instruments:6 x Anchor, Passage
Device, Portal Locator, Planetary
Locator, Star Charter.

59
The most common ship in civilized ●Weapons: Ballista (1d4, Range:
space, used by virtually all races as a 2/4), Catapult (1d6, Range: 2/7).
trading vessel for countless cycles, ●Instruments: 2 x Anchor, Passage
although it tends to be very ill Device, Star Charter, 2 x Lifeboat.
equipped for combat.

CLASS Frigate Price: 60,700 GP


HP 20 AC 9[11] (Standard) MR 5
CC 20 WS 2 PT Major or Minor
RC 20/40 LC None MN 2

60
More a category of ships rather than ●Weapons: 2 x Mortar (1d6, Range:
one specific model, a gnomish 4/10), 2 x Cannon (1d6+1, Range:
sidewheeler is an always evolving 2/12).
vessel that acts as a mobile base for a ●Instruments: 5 x Anchor, Passage
clan of gnomes, starting as frigates Device, Star Charter, 3 x Lifeboat,
but eventually being expanded into Planet Surveyor.
capital ships for virtually any purpose ●Increasing Size: When manned by
imaginable. gnomes, they will strip and
scavenge materials to upgrade the
CLASS Frigate Price: 60,700 GP size of the ship to a higher class
HP 20 AC 9[11] (Standard) MR 5 (Usually once per decade).
CC 20 WS 4 PT Major or Minor
RC 20/40 LC None MN 2

61
The most well known vessels of the ●Weapons: 2 x Ballista (1d4, Range:
terrible Mind Lashers (Also known as 2/4), 2 x Catapult (1d6, Range: 2/7),
“Mind Flayers”), these ships reflect Laser Cannon (1d12, Range: 2/12).
the nature of their builders, with ●Instruments: Seafaring Hull Plate,
protective shells and comfortable 6 x Anchor, Passage Device, Portal
interiors to protect them from the Locator, Star Charter, 4 x Lifeboat.
sun.

CLASS Galleon Price: 137,000 GP


HP 28 AC 5[14] (Bronzewood) MR 4
CC 30 WS 6 PT Major or Minor
RC 30/60 LC Water MN 4

62
A force to be reckoned with, ●Weapons: 2 x Cannon (1d6+1,
mindspiders are usually the flagships Range: 2/12), 2 x Catapult (1d6,
of neogi slaver fleets, from where Range: 2/7), 2 x Laser Cannon (1d12,
they direct their raids into civilized Range: 2/12), 2 x Mortar (1d6, Range:
space. Relatively fast for their size, 4/10).
these ships are the bane of many of ●Instruments: Seafaring Hull Plate,
the most experienced sailors. 6 x Anchor, Passage Device, Portal
Locator, Star Charter, 6 x Lifeboat.
CLASS Capital Price: 195,100 GP
HP 36 AC 2[17] (Iron) MR 5 CC 30
WS 8 PT Major or Minor RC 45/100
LC None MN 4

63
The best ocean based vessel built by ●Weapons: 2 x Ballista (1d4, Range:
ground based societies, with large 2/4), 2 x Catapult (1d6, Range: 2/7).
cargo holds and proper armor, ●Instruments: Seafaring Hull Plate,
however these are little more than a 4 x Lifeboats, 4 x Anchor.
water ship with a spelljammer helm
attached to it.

CLASS Galleon Price: 95,400 GP


HP 28 AC 8[11] (Standard) MR 4
CC 30 WS 4 PT Major or Minor
RC 30/60 LC Water MN 4

64
Widely considered to be one of the ●Weapons: 2 x Ballista (1d4, Range:
best human designs in space, the 2/4), Catapult (1d6, Range: 2/7),
Squid Ship is said to have been Laser Cannon (1d12, Range: 2/12).
created by escaped human slaves, ●Instruments: Seafaring Hull Plate,
combining human designs with their 3 x Anchor, Passage Device, Star
Mind Lasshers, becoming a very Charter, 2 x Lifeboat.
popular design ever since.

CLASS Frigate Price: 58,500 GP


HP 20 AC 5[14] (Bronzewood) MR 6
CC 20 WS 4 PT Major or Minor
RC 20/40 LC Water MN 2

65
Built and designed by an almost ●Weapons: Ballista (1d4, Range:
forgotten groundling empire, these 2/4), Catapult (1d6, Range: 2/7).
ships are used for exploration on ●Instruments: Seafaring Hull Plate,
behalf of an emperor with an avid 4 x Lifeboat, 5 x Anchor, Passage
fascination with wild space. Rare to Device, Portal Locator, Planetary
find in many cases, these ships tend Locator, Star Charter, Planet
to be equipped for exploration and Surveyor.
trade, rather than combat.

CLASS Galleon Price: 95,500 GP


HP 28 AC 8[11] (Standard) MR 4
CC 30 WS 2 PT Major or Minor
RC 30/60 LC Water MN 4

66
One of the largest vessels manned by ●Weapons: 4 x Ballista (1d4, Range:
the elves, the man-o-war is a highly 2/4), Laser Cannon (1d12, Range:
maneuverable ship grown out of 2/12).
magical plants, giving them an ●Instruments: 6 x Anchor, Passage
ethereal appearance, acting as a Device, Portal Locator, Star Charter,
living ship, just like the trees the 4 x Lifeboat.
elves tend to come from.

CLASS Galleon Price: 100,000 GP


HP 28 AC 8[11] (Bronzewood) MR 4
CC 30 WS 5 PT Major or Minor
RC 30/60 LC None MN 3

67
The backbone of Neogi fleets, these ●Weapons: 2 x Cannon (1d6+1,
vessels tend to be attacked on sight, Range: 2/12), 2 x Catapult (1d6,
as their appearance in space usually Range: 2/7), 2 x Mortar (1d6, Range:
heralds the coming of the slaver 4/10).
fleets. They are not pushovers either, ●Instruments: 4 x Anchor, Passage
as these vessels are heavily armed Device, Portal Locator, Star Charter,
and armored by themselves, proving 4 x Lifeboat.
to be formidable opponents on the
battlefield.

CLASS Galleon Price: 120,000 GP


HP 28 AC 2[17] (Iron) MR 4 CC 30
WS 6 PT Major or Minor RC 30/60
LC None MN 4

68
The largest of the elven ships, the ●Weapons: 4 x Ballista (1d4, Range:
armada is a mobile fortress built 2/4), 2 x Laser Cannon (1d12, Range:
along a butterfly-like body, acting as 2/12), 2 x Catapult Catapult (1d6,
a flagship, command center and even Range: 2/7).
self-sustainable colony. Elves tend to ●Instruments: 10 x Anchor, Passage
be very protective of these ships, Device, Portal Locator, Star Charter,
going long ways to ensure that these 10 x Lifeboat, Planet Surveyor,
ships are kept in the possession of Planet Locator, Passage Device.
their kind.

CLASS Capital Price: 220,000 GP


HP 36 AC 5[14] (Bronzewood) MR 3
CC 60 WS 8 PT Major or Minor
RC 45/100 LC None MN 4

69
Mobile asteroids turned into ship by ●Weapons: 2 x Cannon (1d6+1,
the Dwarves, these “vessels” are the Range: 2/12), 2 x Laser Cannon
most tough and resistant in all of (1d12, Range: 2/12), 2 x Catapult
known space, only countered by their Catapult (1d6, Range: 2/7), 2 x
slow speed, used as floating fortresses Mortar (1d6, Range: 4/10).
for mining operations, as well as ●Instruments: 10 x Anchor, Passage
command center for Dwarven Device, Portal Locator, Star Charter,
planetary invasions and, in the case 10 x Lifeboat, Planet Surveyor,
of defeat to cause devastation via Planet Locator, Passage Device.
asteroid impact.

CLASS Capital Price: 250,000 GP


HP 70 AC 0[19] (Adamantium) MR 2
CC 100 WS 8 PT Major or Minor
RC 100/500 LC None MN 6

70
The legendary Spelljammer, an ●Weapons: 4 x Laser Cannon (1d12,
enigmatic vessel, rarely seen in any Range: 2/12), 3 x Plasma Cannon
part of the universe across many eras, (1d12, Range: 1/4), 4 x Cannon
its purpose and origins are unknown, (1d6+1, Range: 2/12), Napalm (1d4
and its sighting is sometimes taken fire damage during 1d4 rounds,
as herald for something big to come. Range: 1/4).
●Instrument: Passage Device,
CLASS Capital Price: N/A HP 120 Planet Surveyor, Planetary
AC 0[19] (Adamantium) MR 6 CC 120 Locator, Portal Locator, Star
WS 12 PT N/A RC Unknown LC Charter.
None MN 2

71
72
Starting a
Too many options?
Some groups love a wide selection of
character types, relishing the variety

Campaign that offers. Other groups prefer a


more limited array of options. As
The Spelljammer™ fantasy setting always: do what makes your games
can be used in a number of ways. It most enjoyable for your group. If you
may be used as a change from the are wondering what approach to take
standard ground -based campaign, however, you may take the following
using established heroes from your methods:
campaign who find themselves in
space. The heroes may have one (or Method I: One approach that works
several) adventures in space before well is for the DM to select around
deciding to return to their native 7–10 classes / races that suit the flavor
lands, or they may choose to remain of the campaign. For example, in one
in a full-fledged space-based campaign, Wildspace Sailor may
campaign. A second use for the replace the Fighter, and Elves and
setting is to create a fully space-based Dwarves may be replaced by Giff and
fantasy campaign, not tied to any Dracons.
planet or area. A third use of the
setting is to provide background for Method II: If Spelljammer™ is
adventures within your own integrated as an expansion of a
campaign. currently running campaign
(Meaning, your characters from your
campaign are suddenly being taken
to space), then the current selection
By its very premise, the
of character classes/ races may be
Spelljammer™ is able to allow the
kept the same.
creation of all kinds of characters
from any combination of classes
Method III: This is a hybrid of the
available in Old School Essentials™.
first and second methods with a
The character options present in this
selection of 7/10 classes to start the
book are meant to add options made
campaign with, and as the
specifically for a game in space, these
adventures pass and the Player
classes are Wildspace Sailor,
characters meet new types of
Astrologer, Missionary and
individuals (In the form of
Smuggler, with the Giff, Hadozee,
non-player characters) new options
Lizardman and Dracon as
may be integrated for new characters
Race-as-Classes (And separate
going forward.
options)

73
Adventure PCs can embark on treasure hunting

Scenarios
expeditions, seeking valuable
artifacts, lost technology, and
The Spelljammer™ setting allows for precious resources hidden
a multitude of adventures of any throughout the cosmos.
kind, and the first step to designing
one is to scenario. Just as the scenario
examples listed in the Referee’s PCs are commissioned by one major
Tome™, the following can be used for factor to participate in space warfare,
inspiration for adventure designing. disrupting enemy bases, stealing
artifacts or fighting enemy fleets in
organized military operations.
The PCs have to explore a new
planet, asteroid, other celestial body
or phenomena and gather as much PCs find themselves stranded in
information as possible, hostile environments, whether on
encountering alien creatures, abandoned space stations, hostile
uncovering secrets and ruins and/or planets, or drifting through the void,
discovering valuable resources. forcing them to find a way to survive
and escape their predicament.

PCs have to engage in diplomacy


with other factions and species,
directing negotiations themselves or
protecting envoys for other factions,
including empires, merchant guilds,
religious orders, pirates, etc.

Civilized settlements post the bounty


for a dangerous and feared pirate
gang, criminal or monster, giving a
handsome reward for whoever takes
it down

74
Awarding Finding undiscovered planetary

Experience
bodies grants experience depending
on the type of body and its
All characters who make it through properties, adding all of those factors
an adventure alive receive experience together determine the total of XP
points (XP), awarded by the DM. XP earned in a survey, according to the
in the spelljammer™ setting may be following table.
gained from four sources: treasure
recovered, monsters defeated, trade
and planetary survey.

Treasure that PCs bring back from an


adventure works the same as in Old
School Essentials™.
The value of XP: Characters gain 1
XP per 1 gold piece (gp) value of the
treasure.

All monsters defeated by the party


(i.e. slain, outsmarted, captured,
scared away, etc.) grant XP based on
how powerful they are. Similar to
how it works in Old School
Essentials™.

When engaging in trade, characters


earn experience by demand of the
product (see Trade, p76).
The value of experience:
Characters gain experience through
according to the following formula:
XP = 20 x Cargo Point Traded x
Demand of Product.

75
Trade
Various categories of products of
It is defined as the practice of varying amounts of necessity for a
exchanging commodities between functioning spacefaring settlement.
two parties for mutual benefit, Prices are listed in GP per Cargo
usually in the form of money for the Point. More detailed descriptions for
seller and goods or services for the these categories are found in the
buyer. Trade is the lifeblood of following page.
civilizations in the spelljammer™
setting, from the smallest outposts to
the biggest of planets, where there is
people, there is trade.

PCs are always engaging in trade, but


in this case it refers to engaging in
cargo shipping for a profit.
Supply and Demand
All commodities have a fixed price
(for practicality), but said price is
modified by the supply of said
commodities in a market (when
supply is high, demand is low and
vice versa), according to the table
below.

76
➢ Artifacts: Ranging from ➢ Luxury Goods: Items usually
religious amulets, lucky charms afforded by the aristocracy of a
and even low level magic items, settlement, from jewelry, art,
artifacts refer to items with precious , etc.
spiritual and magical value, ➢ Military Gear: Anything used
higher than the item itself. by militaries, from weapons,
Magic Items of higher value may armor, firearms, ship weapons,
only be traded individually on a etc.
case by case basis, rather than ➢ Ores: Raw extracted minerals,
bulk. like copper, iron, etc.
➢ Chemicals: Mainly non-metallic ➢ Organics: Referred to all
elements, used mostly for hydrocarbons, from oils to diesel,
alchemy, some specialized some of them refined in very
industry, medicines or poisons, specialized facilities
usually extracted in mines or by ➢ Rare Ores: More specialized
specialized chemists in metals, including precious ones,
laboratories. such as silver, gold, platinum,
➢ Domestic Goods: Referred to coltan, silicium, etc.
day-to-day artisan goods, such as ➢ Recreational Drugs: Any
textiles, furniture and other recreational substance that
common household items. affects the senses, ranging from
➢ Food: Composed of anything alcohol to more turbulent
edible, either for people or substances. These are mostly
animals, from livestock, grain, illegal universally (or heavily
produce, etc. regulated at the very least).
➢ Illegal Goods: It may vary from ➢ Refined Metals: All metallic
location to location, but it is the alloys, made from combining
sum of any good that may be various types of ores into
illegal to trade in a given stronger components, such as
location, from certain firearms, bronze and steel.
religious items from a banned
religion, forbidden tomes, etc.

77
Tracking Time
DMs must keep several factors in
Time tracking is an invaluable task mind when keeping track of time.
when running a campaign, and a From monster abilities to faction
spelljammer™ campaign is no decisions, the purpose of time
different, as one cannot have a tracking is to make the world feel
meaningful campaign if strict alive by showing how the passage of
time records are not kept! time changes the world as the player
characters influence it through their
actions. In the context of an game in
Different planets and settlements space, the following factors may also
have a different duration for their be considered:
days, making the passage of time
variable depending on the location. Planetary Movement
In order to simplify the process of All celestial objects are bound to
time tracking, the 24 hours day is each other through gravity, and the
referred to as standard rotation, orbit of each object functions as
and is the time scale in which paths through which planets,
character rests would take effect asteroids and stars move. DMs must
between adventures. The same goes track planets positioning and orbit,
for years, or cycles, as different as it could modify travel distances
planets would take different amounts and duration.
of time to you around the center of
their systems. For this reason, 365
Logistics
days is referred to as standard cycle,
Settlements tend to rely on trade for
and would be used mostly by space
their continuation, which is why the
travelers to keep an universal
regular coming of cargo ships with
measure of time. Although different
needed commodities is important. In
planets may use different calendars,
consequence, DMs should take into
it would vary depending on culture,
account the frequency on which
technological level or government,
trading ships arrive in any specific
and how interconnected to
location, especially if disruptions are
spacefaring civilization the people of
likely to happen.
said planet are.

78
Designing A
Crystal Sphere

Roll a 1d6 on the table on the right to


determine the diameter of a system
in astronomical units (AU). Systems
are organized in one hundred sectors
of ten layers, from the center of the
system to the edge, the distance
between a sector to the other
generally showcases the immensity of
space inside of a crystal sphere.

79
Standard System: The celestial
bodies in this system are organized in
It determines the dominant structure the same way as they are in our solar
and characteristics of everything system. A large primary body orbited
inside of a Crystal Sphere. Roll 2d6 by smaller planetary bodies of
on the following table to determine varying sizes.
the type of system: Fixed Planets: Whether due to some
supernatural means like the whims of
a god or some ancient superstructure
the planets of this system do not
move or orbit at all.
Binary System: System possessed
two primary bodies around which
planets orbit around. Sometimes
these systems operate more like two
solar systems in one, but most times
a smaller primary body is orbiting
the bigger. For this result, roll twice
in the primary body table.
Descriptions Trinary System: Similar to a binary
Void: The crystal sphere is devoid of system, these offer three primary
any major celestial body aside from bodies around which planets orbit
its primary. Some asteroid belts and around, with the location of its
settlements may be present, but no primary bodies is not necessarily by
remarkable planets to speak of. the center. For this type of system,
Black Hole: The system is centered roll thrice in the primary body table
around a black hole, most planets and roll twice on the number of
would be colder, and the inner planets present in them.
system hostile to all life.
Chaotic Planets: Planets in this
system do not follow normal orbits,
rather, they seem to follow random
paths, not necessarily the primary
body.

80
The Primary Body of a system is Roll 2d8 to determine the number
normally the central point of the of planetary objects in the system.
system like a star. Usually it is a fire If you wish to make systems a little
body like our sun Sol, but other more simple, one option is to retain
possibilities can occur. whatever number of planetary
objects you roll but only complete
the creation of one to three and leave
the others as simple rocky worlds in
the outer rings.

There are seven sizes of planetary


bodies, they are referred to as: Tiny
(A), Small (B), Medium (c), Large
(D), Huge (E), Gargantuan (F), and
Colossal (G). Those listed as Class A
through Class F can be found
anywhere in a system while Class G
Descriptions
planetary bodies only exist as
Portal: The center of this system is
Primary Bodies. For reference, Earth
not dominated by a celestial body but
and most Earth-like fantasy
instead by an open portal to either an
campaign worlds are Size C.
elemental plane or an outer plane.
These portals may be one way or two
A planetary body is defined by the
way. In the Rift they are most
presence of a gravity well which
commonly elemental planes (75%).
draws nearby Spelljammer ships
Living Planet: A living being,
down into normal speed. They do
sometimes the size of a planet, that
not need to follow the rules of
sits as the center of a system. This
Newtonian physics either. In
can be a docile plant or a spiteful god
Spelljammer™ all objects carry an
that has either made this system and
atmosphere with them and have
its sphere or has simply moved in
equal gravity.
and made it their home.

81
Planets in a system don't need to a) Orbit / Placement
have uniform shapes, some of the Star Systems are divided into inner
planetary shapes are not individual and outer rings. Planets within the
objects but groups whose total size first 4 orbital rings of the system are
adds up to the designated class. considered inner planets while those
The type of each planet is based on a further away are considered outer
combination of Primary and planets. For simplicity's sake we
Secondary conditions. As usual this divide systems into orbital rings with
is a template for crafting a world and sectors.
should be used to inspire instead of Roll a d100 (preferably with
limit your imagination. percentile dice) and consult the chart
The orbit and placement determines below to determine placement with
where a planetary body is relative to the 1s column indicating sector and
the center of the system as well as the 10s column the orbital ring.
indicating if it has a strange
revolution.

82
b) Planetary Body Size
Roll 2d4 on the table below to
determine planet size:

Descriptions: c) Planetary Shape


Roll 2d6 on the table below to
Gravity Well: The gravity well of a determine planet shape:
planet determines how long it takes
to take off and land safely on the
planet. Entering a planet's gravity
well causes the planet's gravity to
override the ship's gravity. Planets
also have a gravity shadow equal to
ten times the gravity well that
prevents ships from traveling at
Spelljammer speeds. The amount of
time it takes to traverse the well and
shadow varies based on the tactical
speed of the ship.

Air Envelope: The air envelope is


how far the atmosphere extends from
the surface of the planet. Ships
wishing to refresh their air supply
must fly through this envelope in
order to do so.

83
d) Planet Condition In case of duplicate rolls: the type
Roll a d4 twice on the planetary the rolled condition could be
condition table. The first roll will be overwhelmingly abundant on the
the Primary condition type, and the planet, such as a planet made entirely
second roll will be the Secondary of water or a secondary fiery star.
condition. E.g: A Water/Earth planet
may generate a body similar to our e) Moons
Earth while an Earth/Fire planet may Roll a d12 on the table in the below to
generate a body similar to our Mars. determine moons:

84
f) Population and Technology
Roll 2d6 twice on the table below,
one to determine population and the
other to determine technology.

g) Imports and Exports


Roll a d12 four times on the planet
commodity table, first two rolls
determine imports, the next two
determine exports, if results repeat,
re-roll. These commodities are
described in more detail in trade,
p76. Naturally, imports and exports
depend on the economic activity of
the planet and its technology level.
Most regular-sized civilized planets
may provide all commodities, with
this step determining economic
specialization, while dead worlds
may have the infrastructure of these
activities left in ruins.

85
Placing of asteroids
Asteroids tend to be placed in belts,
Generate the density of rocky outside of planetary orbits, making
asteroids present in the system. This them perfect pit stops during
only denotes major asteroids, planetary travel.
however, as in reality, the real count
of asteroids in a system could exceed
the hundreds of thousands (for Roll 1d6-1 to determine portals to the
reference, our solar system has over 1 phlogiston (results of 0 means there
million asteroids discovered so far!). are no stable portals), these portals
Most asteroids are empty, but some tend to be placed in the outskirts of
of them are settled, either for trading the system.
outposts, military bases, monasteries, Settlements tend to be placed in
academies, etc; the variety of uses for asteroids nearby to act as bases
an asteroid are only limited by the before the void of interstellar space.
imagination. Roll 2d6 on the table
below to determine asteroid density
in a system.

86
Designing a
Descriptions:
Spirituality: The faction is a
religious or philosophical

faction
organization, aiming to spread and
preach about a certain faith or way of
life.
In the world of spelljammer™, most
Gnosis: The faction is a magical
space civilizations live in very
studies organization, directing
centralized models, relying on
scientific and arcane research to
ideological and cultural lines rather
explain the mysteries of the universe.
than direct control. The following
Militarism: The faction is a military
process can help to quickly generate
organization, traveling the stars to
a faction, whether small, dominant,
wage war for conquest, protection,
persecuted or underground.
liberation, etc.
Mercantilism: The faction is a
trading organization. Whether acting
Roll 1d6 twice on the table below to
as a guild or corporation, its main
generate the ethos, which represents
purpose is to secure profits for its
the combination of what a faction
members.
considers important, its focus and
Authority: The faction is a nation or
what field it usually operates in. e.g:
culture which aims to expand itself to
A militaristic empire would follow
exert its authority to others. It usually
militarism and authority, while a
presents a rigid social structure, like
philosophic school may follow gnosis
a feudal or caste system, and it tries
and spirituality.
to expand as much and as
aggressively as it is allowed to
Diplomacy: The faction seeks to
become a regulator between
independent polities, acting to
protect the interests of one or more
nations.

87
Roll 1d6 to determine the alignment Roll 1d4 to determine the outreach of
of the faction. This determines the a faction. This represents how far its
general outlook of the faction and its influence can go.
members, whether it values freedom,
rules or balance.

Descriptions:
Law: Lawful factions believe and
follow strict codes and regulations,
combined with a proper enforcement Roll 1d6 to determine its status.
of the former. A Lawful faction would
seek to end “evil” and immoral
behavior, although most times at the
cost of personal freedoms.
Neutral: Neutral factions strive for
balance and harmony, and its
members would seek compromise to
ensure freedoms and laws in Descriptions:
combination, even if the faction Rising: The faction is growing and
becomes unstable or stagnant. its members follow it with fervor.
Chaos: Chaotic factions believe that Stagnant: The faction keeps its size
there is no innate order in the and power, but it stopped to grow.
universe, and would operate in a way Decaying: The faction is losing
that its members would have influence, its members just follow it
freedom to act as they please, even if for personal gain and some or many
it leads to tyranny, depravity and evil. subfactions are forming and fighting.

88
Strongholds in
Defending the outpost

Space
To keep a stable domain, regular
fleets should be rallied to fend off
pirates, beasts and other dangers of
The construction of strongholds,
space. These fleets may be financed
settlement and/or forts, for one
through taxation or by the character
reason or the other, becomes an
directly.
integral part of any high level
campaign, the following may be used Settlers
for constructing a stronghold in Settlers may be attracted with job
space, in combination of those rules opportunities, ensured freedom of
found in Old School Essentials™ : ideas, low taxes or any combination
1. Permission: Unless in the of the former. The difficulty or
immediate vicinity of another setbacks for this growth is to be
settlement, permission may not determined by the DM.
be required, otherwise, the Taxation
permission of the local ruler may If settlers move into the PC’s domain,
be needed. the character can expect to gain 20gp
of taxes per year from each settler.
2. Find Suitable atmosphere: A
Trade Tariffs
proper air bubble is needed for
A tax of any trade transaction at the
the accommodations of most ports may be imposed as a way to
sentient beings. As a rule of earn income for the settlement.
thumb, an air bubble 1 cubic Characters must be careful, however,
mile size is the minimum size of as tariffs too high may repel traders
atmosphere required to from coming to the settlement
construct a settlement.
3. Clear space: At least 1,000 miles
For constructing forts and other
of radius must be cleared around
structures, the rules for domain
the settlement to be considered
management found in Old School
safe for construction and Essentials™ may be used as
maintenance of a space guidelines for construction.
settlement.

89
90
Monster Saving Throw Values (SV)
The monster’s saving throw values:

Statistics
● D: Death/poison.
● W: Wands.
● P: Paralysis/petrification.
Monsters are described by the
● B: Breath attacks.
following statistics, for more details,
● S: Spells/rods/staves.
consult Old School Essentials™ .
Save as HD: The HD at which the
monster saves is listed in parentheses
Armor Class (AC)
(with NH indicating a normal
The monster’s ability to avoid
human). This is not always equal to
damage in combat.
the monster’s HD
In square brackets: The optional
rating-unintelligent monsters
ascending armor class (AAC).
typically save at half their HD rating;
magical monsters may save at a
Hit Dice (HD)
higher HD rating.
The number of d8s rolled to
determine an individual’s hit points.
Some monsters save as a character
Asterisks: Indicate the number of
class. In this case, the class and level
special abilities the monster has, for
are listed in parentheses after the
the purpose of XP calculation.
saving throw values:
Modifiers: Modifiers to the HD (e.g.
+3, –1) are applied to the hit point
Attack Roll “to Hit AC 0” (THAC0)
total after rolling the specified
The monster’s ability to hit foes in
number of d8s.
combat, determined by its Hit Dice
Fractional Hit Dice: Some monsters
(see Monster THAC0 by Hit Dice,
are listed as having less than one HD,
p125). Attack bonus: The monster’s
either as ½ (roll 1d4) or as a fixed
attack bonus (required when using
number of hit points.
the optional rule for Ascending AC)
Average hit points: The average hit
is listed afterwards in square
point value is listed in parentheses.
brackets. Movement Rate (MV) The
speed at which the monster can
Attacks Usable Per Round (Att)
move. Every monster has a base
The attacks that the monster can use
movement rate and an encounter
each round, with the inflicted
movement rate (noted in
damage in parentheses.
parentheses, one third of the base
Square brackets: used to distinguish
movement rate).
between alternative attack routines
that a monster may choose from.

91
Modes of movement: If the HD, the number appearing should
monster has multiple modes of be reduced.
movement (e.g. walking, flying, ● Monster lair in a dungeon: The
climbing). second value lists the number of
monsters found in a lair in a
Morale Rating (ML) dungeon.
The monster’s likelihood to persist in ●Wandering monsters in the
battle. wilderness: The second value
indicates the number of monsters
Alignment (AL) encountered roaming in the
The monster’s affiliation to Law, wilderness.
Neutrality, or Chaos. If “any” is listed, ●Monster lair in the wilderness:
the referee may roll randomly or The second value multiplied by 5
choose the creature’s alignment. indicates the number of monsters
found in a lair in the wilderness.
XP Award (XP)
Pre-calculated XP reward for Treasure Type (TT)
defeating the monster. The letter code used to determine the
amount and type of treasure
Number Appearing (NA) possessed by the monster(s) (see
Listed as two values, the second in Treasure Types, Old School
parentheses. Essentials). The letters listed are used
Zeros: If the first value is a zero, as follows:
monsters of this type are not usually ●A to O: Indicate a hoard: the sum
encountered in dungeons. If the wealth of a large monster or a
second value is a zero, monsters of community of smaller monsters,
this type are not usually encountered usually hidden in the lair. For
in the wilderness and do not usually monsters with a lair encounter size
have lairs. Usage: Depends on the (see Number Appearing) of greater
situation in which monsters are than 1d4, the amount of treasure in
encountered: the hoard may be reduced, if the
●Wandering monsters in a number of monsters is below
dungeon: The first value average.
determines the number of monsters ●P to V: If listed for an intelligent
encountered roaming in a dungeon monster, indicate treasure carried
level equal to their HD. If the by individuals (P to T) or a group
monster is encountered on a level (U, V). If listed for an unintelligent
greater than its HD, the number monster, indicate treasure from the
appearing may be increased; if bodies of its victims.
encountered on a level less than its
92
Monster An amoeba shaped creature with

Descriptions
many eyes and multiple mouths and
appendices, they enjoy preying in the
darkest corners of space and
beholder vessels.
Merchants present in virtually any
AC 0[19], HD 5***(20 hp), Att 3 x
settlement and space traveling
weapon (1d4 or by weapon),
society, they are tall blue skinned
Thac0 10[+9] MV 30’ (20’ Flying),
humanoids with a fixation to
SV D10 W11 P12 B13 S14, ML 10,
trade magical items, specially
AL Neutral, XP 750, NA 1, TT U
spelljamming helms.
➢ Eye Stalks: It can shoot up to 4
AC 5[14], HD 6**(24 hp), Att 1 x
rays out of its eyes per day,
weapon (1d8 or by weapon),
causing one of the following:
Thac0 11[+8] MV 40’, SV D8 W9
a. Charm person: Range 120’.
P10 B10 S12 (1), ML 9, AL Lawful,
Save versus spells or be
XP 900, NA 1 (1d6), TT R
charmed: move towards
➢ Telepathy: The Arcane can talk
the argos (resisting those
telepathically with other arcane. who try to prevent it); obey
➢ Invisibility: The Arcane can the argos’ commands (if
become invisible up to three times understood); defend the
per day. argos; unable to cast spells
or use magic items; unable
to harm the eye. Killing the
argos breaks the charm.
b. Charm monster: As a
charm person, but affects
any creature (except
undead).
c. Sleep: Range 240’. One
creature of 4+1 HD or 2d8
Hit Dice of creatures of 4
HD or less fall asleep for
4d4 turns.
93
Space arachnids that build their webs Similar in anatomy to an eye of
between asteroids to catch their prey terror, it lacks the intelligence and
and consume it in the darkness of powers of its sentient sibling kin,
deep space. being a predator in asteroid belts and
planetoids.
AC 2[17], HD 5+2(22 hp), Att 6 x
leg (1d4), Thac0 10[+9] MV 30’ AC -2[21], HD 8*(32 hp), Att 1 x
(60’ in Web), SV D10 W11 P12 B13 bite (2d4), Thac0 13[+6] MV (60’
S14, ML 6, AL Neutral, XP 750, flying), SV D8 W9 P10 B10 S12, ML
NA 1d8, TT Nil 7, AL Lawful, XP 650, NA 1d8, TT
Nil
➢ Stealth: An asteroid spider has a
90% chance of hiding and a +1 ➢ Swallow: If the Astereater bites a
bonus to its surprise roll when it is victim and deals 7 damage or
in its web. more, it must succeed a save vs
➢ Bite: The Spider bites a victim, paralysis or being swallowed.
dealing 1d6 damage, the victim While inside, the victim suffers
must save vs poison or be 1d6 damage per round. The victim
paralyzed for 2d6 rounds if it fails. may free itself if the astereater
suffers 12 damage or more.

94
A gnome shaped automaton created A bio-weapon from an ancient
by tinker gnomes for exploration, interstellar war, the Bionoid is a
rescue and defense, the may be chitinous, bipedal humanoid with
directed by someone else or gone strong combat capabilities and
rogue. tough, almost indestructible skin.

AC 0[19], HD 5+5*(25 hp), Att 3 x AC -3[22], HD 12*(48 hp), Att 4 x


fist (1d8), Thac0 15[+4] MV 40’, fist or claws(1d8, 2d8), Thac0
SV D10 W11 P12 B13 S14, ML 12, AL 9[+10] MV 45’, SV D6 W7 P8 B8
Neutral, XP 650, NA 1d8, TT Nil S10, ML 10, AL Neutral, XP 2,000,
NA 1, TT V
➢ Lightning Ray: Three times per
day, it shoots a beam of electricity ➢ Fireball beam: Three times per
that damages a creature and up to day, it shoots a fireball that
3 other creatures 5’ from each damages a creature and up to 3
other in succession. other creatures 5’ from each other
➢ Range: 60’ in succession.
➢ Effect: Target suffers 2d6 ➢ Range: 60’
damage, with a successful ➢ Effect: Target suffers 8d6 damage,
save versus wands with a successful save versus
indicating half damage. breath indicating half damage.
➢ Bouncing: If it hits a solid
surface, it bounces back to
the autognome the remaining
range.

95
A spider shaped arcane robotic Friendly beasts that inhabit the
construct that travels the stars in phlogiston, swimming and
stolen ships to spread and kill all presenting similar behavior and
biological life they stumble upon. shape of dolphins.

AC 4[15], HD 3*(12 hp), Att 1 x AC 4[15], HD 3+3(15 hp), Att 1 x


claws(1d6), Thac0 19[+0] MV 40’, ram(1d6), Thac0 17[+2] MV 50’
SV D12 W13 P14 B15 S16, ML 12, flying, SV D12 W13 P14 B15 S16,
AL Lawful, XP 80, NA 2d10 (3d12), ML 12, AL Chaotic, XP 50, NA
TT Nil 2d6, TT Nil

➢ Immunities: Clockwork horrors


are immune to any charm,
poison and acid attacks.
➢ Leader: When found in a lair,
there is a 45% chance of a
leading queen to be found, these
leader has the following stats:
Clockwork Horror Queen:
AC 0[19], HD 5(20 hp), Att 2 x
claws(2d4), Thac0 19[+0] MV 40’,
SV D12 W13 P14 B15 S16 XP 650

96
Dracon Kaba (Leader):
AC 4[15], HD 6*(24 hp), Att 1 x claws
Sentient race of dragon-centaurs, (3d4 or by weapon), Thac0 12[+7]
known for inhabiting the edges of MV 60’, SV D10 W11 P12 B13 S14, ML
known space and martial strict code 8, XP 140 TT Q
of honor. The dracons use these
codes among themselves, but do not Dracon Shalla (Shaman):
offer them to non-dracons. Should an
AC 6[13], HD 5*(20 hp), Att 1 x claws
individual outside the race offer such
(2d4 or by weapon), Thac0 14[+5]
terms, the dracon would be MV 60’, SV D10 W11 P12 B13 S14, ML
honor-bound to adhere to them , 8, XP 100 TT Q
within reason. ➢ Spells: (1st Level) Cure Light
Wounds, Detect Magic,
AC 5[14], HD 4*(16 hp), Att 1 x Protection from Evil.
claws (2d4 or by weapon), (2nd Level) Hold Person, Silence
Thac0 15[+4] MV 60’, SV D10 W11 15' Radius.
P12 B13 S14, ML 6, AL Lawful,
XP 100, NA 3d6, TT M

➢ Fire Resistance:
Dracons suffer half
damage from fire and
receive a +2 bonus to
saves vs breath against
fire based attacks.
➢ Dracon Leader: Also
known as kaba, there
is a 45% chance of one
being present on a
dracon’s lair.
➢ Dracon Shaman: Also
known as shalla there
is a 25% chance of one
being present on a
dracon’s lair. It
functions as a level 4
cleric

97
98
spelljamming with a rate of 5
(See spelljamming, p41.).
In Spelljammer™ , dragons are not ➢ Energy immunity: Unharmed
limited to a single planet or realm by their own breath weapon or
but can be encountered soaring lesser versions thereof.
through the vast reaches of Automatically save versus similar
wildspace. These powerful beings are attack forms. (For example, a red
often associated with incredible dragon is immune to flaming oil
intellect, immense physical prowess, and suffers half damage from fire
and an innate connection to the ball spells.)
magical forces of the universe. ➢ Language and spells: Some
➢ Behavior: Chaotic dragons dragons are able to speak (their
usually try to eat humans, but own tongue plus Common). The
may sometimes capture them. chance is listed by subspecies.
Neutral dragons may attack or Those that can speak can also
ignore humans. Lawful dragons cast randomly selected
may aid parties worthy of the magic-user spells (the listed
honor. number and level of spells).
➢ Attack pattern: A dragon always ➢ Sleeping: The chance of a
attacks first with its breath dragon being asleep when
weapon, then either breathes encountered on the ground is
again or makes melee attacks listed by subspecies. A sleeping
(equal chance of either). dragon may be attacked for one
➢ Breath Weapon: : Can be used round with a +2 bonus to hit.
up to three times per day. Unless Dragons may sometimes pretend
noted otherwise, all caught in to be asleep!
the area suffer damage equal to ➢ Age: The following stats describe
the dragon’s current hit points dragons of average size. Younger
(save versus breath for half). dragons may have up to 3 HD
Shapes: less and ¼ or ½ as much
a. Cloud: 50’ long, 40’ wide, treasure. Older dragons may
20’ high. have up to 3 HD more and twice
b. Cone: 2’ wide at the as much treasure.
mouth, 30’ wide at far end. ➢ Lairs: Some dragons keep lairs
c. Line: 5’ wide along the in well guarded locations (and
whole length. usually filled with treasures),
➢ Spelljamming: Dragons in while some others live as
Spelljammer™ can perform nomads wandering among the
stars.

99
Moon Dragon Radiant Dragon
Dwell exclusively in the caves of Dwell in dark corners of deep space,
moons. wandering around a specific Crystal
Sphere
AC 0[19], HD 8***(40 hp), Att [2 x
claws(1d4), 1 x bite (1d6)] Thac0 AC 0[19], HD 12**(50 hp), Att [3 x
14[+5] MV 90’ (30’) / 240’ (80’) tail (1d10)] Thac0 10[+9] MV 90’
flying, SV D8 W9 P10 B10 S12, ML (30’) / 240’ (80’) flying, SV D6 W7
10, AL Varies, XP 2300, NA 1(1d3), P8 B8 S10, ML 11, AL Neutral, XP
TT H 2700, NA 1(1d4+1), TT H

➢ Moon Phase: Every 15 days the ➢ Shape Shift: A Radiant dragon


moon dragon changes its can shapeshift to any creature at
appearance from black to white will, always keeping their base
and vice versa. When it is white, statistics.
its alignment is lawful and deals ➢ Breath weapon: 100’ long line of
cold damage, when it is black, its magical energy.
alignment is chaotic and deals ➢ Language & spells: 25%; 6 × 1st
lightning damage. level, 4 x 2nd level, 3 x 3rd level.
➢ Breath weapon: 80’ long line of ➢ Sleeping: 25%
lightning or cold.
➢ Language & spells: 20%; 3 × 1st
level, 2 x 2nd level.
➢ Sleeping: 45%

100
Sun Dragon Stellar Dragon
Make their lairs on the surfaces of Live among the phlogiston, making
fire worlds and stars lairs in asteroids between the crystal
spheres.
AC 0[19], HD 9**(46 hp), Att [2 x
claws(1d4), 1 x bite (1d6)] Thac0 AC –2[21], HD 16***(64 hp), Att [3
14[+5] MV 90’ (30’) / 240’ (80’) x tail (1d10)] Thac0 10[+9] MV 90’
flying, SV D8 W9 P10 B10 S12, ML (30’) / 240’ (80’) flying, SV D2 W3
10, AL Lawful, XP 2400, P4 B3 S6, ML 11, AL Neutral, XP
NA 1(1d4+1), TT Nil 5450, NA 1, TT H

➢ Continual Light: When a sun ➢ Telekinesis: Stellar dragons can


dragon takes flight, it emanates move up to 3d6 hit dice of
light, which has similar effects as enemies on a 240’ range in any
sunlight in a 240’ radius. direction.
➢ Breath weapon: 80’ long line of ➢ Breath weapon: 70’ long line of
fire. death spell.
➢ Language & spells: 30%; 3 × 1st ➢ Language & spells: 30%; 4 × 1st
level, 2 x 2nd level, 1 x 3rd level. level, 4 x 2nd level, 3 x 3rd level,
➢ Sleeping: 50%. 2 x 4th level, 1 x 5th level.
➢ Sleeping: 40%.

101
Semisentient fire beings that live in Non-corporeal undead believed to be
wildspace, usually around fire worlds. the spirits of evil individuals who
died in the phlogiston.
AC 4[15], HD 5+2*(22 hp), Att 1 x
ram(1d8), Thac0 15[+4] MV 60’ AC 2[17], HD 5**(20 hp), Att 1 x
flying, SV D10 W11 P12 B13 S14, ram(1d8), Thac0 15[+4] MV 50’
ML 3, AL Neutral, XP 400, NA flying, SV D10 W11 P12 B13 S14,
1d10, TT Nil ML 6, AL Neutral, XP 425, NA
1d8, TT Nil
➢ Flammability: Elmarin lit any
flammable material around 5’ ➢ Undead: Make no noise, until
from them each round, the fire they attack. Immune to effects
deals 1d4 fire damage per round. that affect living creatures (e.g.
poison). Immune to mind
affecting or mind-reading spells
(e.g. charm, hold, sleep).
➢ Drain intelligence: Being hit by
it drains 1d2 intelligence, if the
victim’s intelligence reaches 0, the
victim must save vs death or the
ephemeral possesses it.

102
A bizarre, two-dimensional creature
that resembles scrying mirrors.

AC 2[17], HD 6*(24 hp), Att 1 x


crush(2d4), Thac0 15[+4] MV 40’
flying, SV D10 W11 P12 B13 S14,
ML 12, AL Neutral, XP 425, NA 1,
TT Nil

➢ Mundane damage immunity:


Can only be harmed by silver
weapons or magic.
➢ Area attack: Fractines attack any
opponent on a 10’ x 20’ area by
falling on it.
➢ Secondary effects: When hitting Giant rodents used as cattle in many
an opponent, the enemy must gnome colonies.
save versus breath or suffer one
of the following: AC 8[11], HD 4(16 hp), Att 1 x
1. Teleport 20’ randomly in any bite(2d4), Thac0 17[+2] MV 40’,
direction SV D10 W11 P12 B13 S14, ML 5, AL
2. Mutate randomly, adding, Neutral, XP 100, NA 3d8, TT Nil
removing or changing any
body part
3. Become ethereal (intangible)
4. Reverse (previous action is
reversed).
This effects have a 30% of
being permanent, otherwise
they revert after 1d4 days.

103
Race of powerfully muscled
hippopotami mercenaries, with a love
for martial organization and
hierarchy.

AC 6[13], HD 4(16 hp), Att 1 x


warhammer(1d6 or by weapon),
Thac0 17[+2] MV 40’, SV D10 W11
P12 B13 S14, ML 5, AL Lawful, XP
100, NA 3d10, TT Nil

➢ Magic resistance: +4 bonus to


all saving throws against magic.
➢ Leader: Groups of 15+ are led by
a giff of level 1d6 + 1. The leader
may have magical items: 5%
chance per level for each magic
item table (see Magic Items,
Old School Essentials™ ).

Humanoids originated from the


astral plane, they usually raid the
material world as pirates.

AC 6[13], HD 5+3(23 hp), Att 2 x


shortsword(1d8 or by weapon),
Thac0 16[+3] MV 40’, SV D10 W11
P12 B13 S14, ML 5, AL Chaotic, XP
100, NA 2d8(3d10), TT R

➢ Magic resistance: Unaffected by


illusions, sleep and charm.
➢ Silver sword: They carry a silver
sword as their main weapon.

104
Spacefaring jellyfish that usually drift A sphere of flesh that feeds on the
among the rocks of asteroid fields. crushed flesh and bone of
unsuspecting spacefarers.
AC 10[9], HD ⅛ (1 hp), Att 1 x
tentacle(1d3), Thac0 19[0] MV 60’ AC 10[9], HD8+1* (33 hp), Att 0,
flying, SV D14 W15 P16 B17 S18, ML Thac0 13[0] MV 60’ flying, SV D8
3, AL Neutral, XP 5, NA 4d20, TT W9 P10 B10 S12, ML 7, AL
Nil Chaotic, XP 650, NA 1, TT Nil

➢ Fusion: When a group of 20+ ➢ Change gravity: It attacks by


feels threatened, they combine selecting a point in space from
and form a gossamer noble. It which it creates a gravitational
has the following stats: pull, any creature or object of up
Gossamer Noble to a 300’ radius will become
attracted to it and suffer fall
AC 10[9], HD 15 (60 hp), Att 20 x damage accordingly.
tentacle(1d6), Thac0 8[+11] MV
60’ flying, SV D2 W3 P4 B3 S6, ML
10, AL Neutral, XP 1350, NA 1, TT
Nil

105
Gorilla-like apes who like to inhabit Nimble and agile ape-like creatures
forest and temperate regions, reliable with the ability to glyde, often hired
as strongmen. as mercenaries.

AC 5[14], HD 2+1 (9 hp), Att 2 x AC 6[13], HD 3* (12 hp), Att 2 x


weapon(1d4 or by weapon), Thac0 weapon(1d4 or by weapon), Thac0
15[+4] MV 40’, 30’ (climbing), SV 17[+2] MV 40’, 35’ (climbing), 30’
D12 W13 P14 B15 S16, ML 3, AL (gliding), SV D12 W13 P14 B15 S16,
Lawful, XP 25, NA 5d20, TT J ML 3, AL Neutral, XP 50, NA 3d6,
TT G
➢ Leader: Groups of 15+ are led by
a gromman leader. The leader ➢ Leader: Groups of 15+ are led by
may have magical items: 20% a hadozee of level 1d6 + 1. The
chance (see Magic Items, Old leader may have magical items:
School Essentials™ ). Said 5% chance per level for each
leader has the following stats: magic item table (see Magic
Dracon Kaba (Leader): Items, Old School
AC 3[16], HD 4(16 hp), Att 2 x Essentials™).
weapon (1d6 or by weapon), Thac0 ➢ Glide: A hadozee can glide by
12[+7] MV 60’, SV D10 W11 P12 B13 spreading its gliding flaps,
S14, ML 8, XP 75 TT D traveling 1’ forward for every 1’ of
height it loses, and receives 0
damage when it hits the ground.

106
Mouthless whales that live in outer Resembling gargantuan squids, they
space, they are one of the largest are colossal monsters that grow often
creatures found in wildspace. larger than most ships.

AC 5[14], HD 16 (64 hp), Att 1 x AC 3[16], HD 12* (48 hp), Att 12 x


tail(3d10), Thac0 3[+16] MV 40’ tentacles(3d6), Thac0 9[+10] MV
(flying), SV D2 W3 P14 B3 S6, ML 45’ (flying), SV D6 W7 P8 B8 S10,
7, AL Neutral, XP 1350, NA 2d4, ML 7, AL Chaotic, XP 1900, NA 1,
TT Nil TT G

➢ Paralysis: A hit by a tentacle


causes paralysis for 2d4 turns
(save versus paralysis). Paralyzed
victims will be devoured, if the
krajen is left in peace.
➢ Area of attack: A krajen attack
reaches any creature on a 15’
radius around it.

107
c. Mind thrust: A target within
60’ must save versus spells
The final stage in the life stage of a or suffer 3d6 damage.
mind lasher, where several of them ➢ Mental Defense: +4 bonus to all
combine into a collective saving throws against mental
consciousness to guide their dark powers.
communities and raise the next ➢ ESP: Can read thoughts of any
generations. within 90’. Obstructed by a thin
layer of lead or by rock of 2’ thick
AC 10[9], HD 20***** (80 hp), Att or greater.
➢ Magic Resistance: +2 bonus to
Nil, Thac0 Nil MV Nil, SV D2 W2
all saving throws against magic,
P2 B2 S4, ML 12, AL Lawful, XP +4 against mind-affecting magic.
7750, NA 1, TT Nil ➢ Summoning: Three times per
day, it can summon a bronze
➢ Telepathic hub: can use its golem.
telepathy to initiate and
maintain telepathic
conversations with up to ten
creatures at a time. The elder
brain can let those creatures
telepathically hear each other
while connected in this way.
➢ Mental Powers: May use each of
the following powers at will:
a. Mind control: A target
within 30’ must save versus
paralysis or come under the
brain’s mental control for 3d6
rounds. Forced acts that are
self-destructive or against the
victim’s alignment allow
another save to break the
mind control.
b. Mind blast: Targets in a 90’
cone (30’ at the end) must
save versus paralysis or be
paralyzed for 1d4 turn.

108
Sentient evil asteroids that attack Ancient space faring creatures,
other smaller bodies aggressively, resembling eyeless worms with tough
some of them being up to a couple of bodies and huge mouths, are
miles long. non-aggressive but eat anything they
encounter.
AC 0[19], HD 50* (160 hp), Att x 2
fist (5d10), Thac0 5[+14] MV 60’, AC 4[15], HD 15* (60 hp), Att
SV D2 W2 P2 B2 S2, ML 10, AL Special, Thac0 Special MV 30’
Chaotic, XP 6000, NA 1, TT Nil (flying), SV D4 W5 P6 B5 S8, ML
9, AL Neutral, XP 2300, NA 1, TT
➢ Stone Shape: it can shape the Nil
stone on its surface at will,
changing color and texture (solid ➢ Damage Immunity: A
textures only). Nay-Chuur is immune to any
➢ Mundane damage immunity: type of damage except for hits
Can only be harmed by magical directed at its stomach area.
attacks. ➢ Swallow: A Nay-Chuur would
try to swallow a victim in front of
it, who has to save vs paralysis
or be swallowed in, receiving
5d10 damage per round while
inside.

109
Spacefaring race that appear as the Neogi Great Old Master:
cross of a wolf spider and a moray AC 5[14], HD 10* (40 hp), Att x 3
eel. They are hated throughout the claws (2d6), Thac0 15[+4] MV 30’,
cosmos for their pirating customs, SV D6 W7 P8 B8 S10, ML 5 XP
where they would raid, plunder and 1600 TT Q
enslave any beings they come across,
➢ Neogi Spawn: If threatened, it
possessing one of the most numerous
will spawn an additional 1d4
fleets in the universe.
Neogi to defend itself.

AC 3[16], HD 5* (20 hp), Att x 3


claws (1d6), Thac0
15[+4] MV 30’, SV D10
W11 P12 B13 S14, ML 6,
AL Chaotic, XP 300,
NA 1d12, TT Q

➢ Poison bite: It
makes a poisonous
bite once per round,
victim must save vs
poison or die in 2
turns.
➢ Magical Ability: Per
every group of neogi
there is a 10% chance
of a member being
able to cast a spell of
1d6 Level once per
day.
➢ Neogi Master:
There is 65% chance of a
group being led by a Neogi
Great Old Master, it has the
following stats, including
previously listed abilities:

110
Ontalaks are a race of gigantic Giant gelatinous beings with
plasmic creatures, strange sentience that live in small clans and
amorphous beings who can alter settlements in space.
their shape at will and use wrecked
ships as a lair. AC 7[12], HD 3* (12 hp), Att 3 x
pseudopod or weapon(1d6),
AC 8[11], HD 16* (64 hp), Att 1 x Thac0 16 [+3] MV 30’, SV D12 W13
pseudopod (2d10), Thac0 10 [+9] P14 B15 S16, ML 6, AL Neutral, XP
MV 15’ (flying), SV D2 W3 P4 B3 50, NA 1d6(3d6), TT K(D)
S6, ML 8, AL Neutral, XP 2300,
NA 1, TT A ➢ Energy immunity: Unharmed by
cold or lightning.
➢ Paralysis: For 2d4 turns (save ➢ Paralysis: For 1d4 turns (save
versus paralysis). versus paralysis).
➢ Energy immunity: Unharmed
by cold or lightning.
➢ Attack Through Walls: It can
attack through walls, taking a 1
round per every 10’ of wall to
make an appendix appear
through it.

111
Long, fishlike creatures of space, Powerful race of humanoid obsidian
dominated by a single huge, armored bipeds, nobody knows their
humanlike eye at the leading edge of origins but they are found
the head, and a wide, sweeping occasionally across the whole
mouth. cosmos.

AC 5[14], HD 4 (20 hp), Att 1 x AC –8[27], HD 16+1*** (65 hp), Att


tackle (1d6), Thac0 17 [+2] MV 60’ 2 x punch or weapon(2d40),
(flying), SV D10 W11 P12 B13 S14, Thac0 5 [+14] MV 40’, SV D2 W3
ML 4, AL Neutral, XP 75, NA 2d10, P4 B3 S6, ML 4, AL Neutral, XP
TT Nil 4200, NA 12, TT U

➢ Mental Defense: +4 bonus to all ➢ Spells: 6 × 1st level, 4 x 2nd level,


saving throws against acid and 3 x 3rd level, 2 x 4th level, 2 x 5th
poison. level, 1 x 6th level.
➢ Legendary Resistance: Once per
day, if it fails a save, it can decide
to succeed instead

112
Encounter Tables
This section provides encounter
tables by region of space, using a
combination of monsters from this
book and the ones presented in Old
School Essentials™.

Roll a 1d6 on the table below to


determine the type of encounter in
space, then proceed to the table
fitting for the encounter.

Roll a 1d20 on the space beast


encounter table below to determine
the beast encountered.
Beasts refer to any animalistic
animal, and although some of them
may be considered “sentient”, these
creatures do not live nor organize in
a way commonly understood as
civilization.

113
Roll a 1d10 on the ship type to
determine the class of ship
encountered, then roll a 1d20 on the
race table for the race of the crew
operating it. For inspiration
regarding ships, consult the ships
catalogue, p.

Asteroids, abandoned ships and


other minor space bodies are referred
to as debris, usually full of treasures
and other booty. Roll 1d12 on the
debris monster table to determine
the monster found in debris.

114
115
New Magic Items This amulet grants the user control
over one giant or 1d10 arachnid
creatures of any type.
➢ Saving Throw: The arachnid
target of this item can save vs
spell to avoid the effects.
➢ Intelligent Arachnids: They
have +4 bonus to their saving
throw, they can also recognize
its effects and attempt another
save every turn after being
controlled.
Price and XP: It costs 8,000 gp and
it is valued 2,000 XP.

A 4-feet long, 6-inch diameter hollow An anchor which has the ability of,
tube that looks like a sextant. This after being pitched outside, stopping
item only works when attached to a any ship or small sized asteroid in
ship with a functioning spelljamming place, only allowing it to move once
helm (see spelljamming, p41), and it has been pulled up.
presents multiple uses: ➢ When dropped during travel
➢ Spelljamming Accelerator: It at astronomical speeds: It
increases the ship’s spelljamming deals 3d10 damage to all
rate (SR) by 1. creatures present on the ship.
➢ Weapon: Any item introduced ➢ Lesser Anchor of Staying: A
on one end of the tube gets shot less powerful variation, it only
at incredible speed, dealing 1d2 reduces the spelljamming rate
hull points of damage to a ship (SR) by 3.
and 1d20 to a creature on a hit. ➢ Curse: When cursed, the anchor
Price and XP: It costs 45,000 GP and will attract the ship or body it is
it is valued 4,500 XP. attached to the closest celestial
body at SR 1, increasing
exponentially each day.
Price and XP: It costs 5,000 gp and it
is valued 300 XP (lesser variation
costs half).

116
A rare item that appears to be the It is a bell with the capacity or
severed antennae of a giant insect ringing to warn the crew of a vessel
with a helm attached to the bottom. of the presence of another
➢ Wearing the helmet: The spelljamming one on a 2 mile radius,
wearer gets a mental picture of ringing for one round before
the positioning of any object stopping.
moving around him (and Price and XP: It costs 1,500 Gp and it
therefore the antennae) on a is valued 150 XP.
360° sphere of 5 mile radius.
Price and XP: It costs 250,000 GP
and provides no XP A leathery coat with an attached hat
with different abilities and uses:
➢ Keeping Dryness: It keeps the
A metallic or crystal ball with small wearer dry, no matter the
carvings that is able to create a 3D climate.
projection of a chartered star system. ➢ Keeping Heat: It keeps the
➢ How to make it work: It has to wearer warm, even in the void of
be placed in a dark room and be space.
touched on its marking to start ➢ Replenishing Air: It replenishes
the projection, displaying the the wearer’s air bubble.
different locations and Price and XP: It costs 10,000 and it is
information regarding it as valued 2,000 XP.
registered in the map
downloaded in it.
➢ Downloading maps: It has to Figureheads placed on the front spar
be attached to a star charter to of a vessel, with the ability of
“download” the maps present in improving the morale of the vessel's
it to display the locations present crew.
in it. More information regarding ➢ Bonus Morale: They specify a
star charters present in ship bonus that is applied on morale
instruments, p43. checks.
Price and XP: It costs 8,000 gp and ➢ Curse: If the item is cursed, it
it is valued 2,000 XP. applies a negative penalty on
reaction rolls.
Price and XP: It costs 5,000 gp and
valued 1,000 XP per level of
enchantment.

117
A dark variant of a spelljammer helm,
as it consumes the life of a creature
who wears it to move a ship through
space. It works exactly the same as a
regular spelljamming helm (see
spelljamming, p41), but the
following differences:
➢ Life Draining: It consumes HD
of the creature who wears it per
day of travel.
➢ Minor or Major Helms: Minor
Helms consume one HD per day,
while Major Helms consume
two.
Price and XP: It costs 50,000 GP and When used near a crystal shell, this
provides no XP. musical instrument can be used to
locate or create a portal for a ship to
pass through.
➢ Use Limit: This item can be
It is a lantern with a Light spell
used only once a week.
contained within, it is able to be lit at
Price and XP: It costs 11,000 GP and
will without the need of a match.
it is valued 2,200 XP.
Price and XP: It costs 300 GP and
provides no XP.

Looking exactly like a lantern of


continual light, but adding the ability
of allowing the individual holding it
to hear to voices of all creatures
inside a ship, with the wisk wheel
controlling the volume by twisting it,
instead of controlling the light.
Price and XP: It costs 8,000 and it is
valued 1,600 XP.

118
Magically enhanced rams attached to Magical sails that when in use, allow
the front of a ship, which provides the ship to move at a higher
one or both of the following maneuverability.
properties: ➢ Improved Maneuverability:
➢ Bonus Damage: It adds a bonus Enchanted sails increase
+10 to the damage dealt to the maneuverability (MN),
target. decreasing the rounds it takes
➢ Ship Protection: Reduces for the ship to turn (To a
damage dealt to ramming ship minimum of 1)
by half ➢ Cursed: Cursed sails that
Price and XP: It costs 10,000 GP and decrease maneuverability (MN),
it is valued 1,000 XP per property. increasing the rounds it takes for
the ship to turn.
Price and XP: It cost 5,000 GP and it
Enchantments present in ship valued 1,000 XP per level of
weaponry that boosts them (See Ship enchantment.
weaponry, p44).
➢ Bonus: Enchanted weapons
specify a bonus that is applied to A trident+4 that has a special
both attack rolls and damage property when wielded in the
rolls made with the weapon. phlogiston:
➢ Bonus vs creature type: Some ➢ Alignment: When this weapon
weapons have a special bonus strikes a target of an alignment
when used against a certain type opposite to the wielder, it lights
of creature. a fire on the target and
➢ Cursed Weaponry: Cursed surroundings, dealing 2d8
weapons specify a penalty that is damage on a 20’ radius.
applied to both attack rolls and Price and XP: It costs 18,000 GP and
damage rolls made with the it is valued 1,800 XP.
weapon.
Price and XP: It cost 1,000 GP and it
valued 500 XP per level of
enchantment.

119
120
Zephir Space: Zephir Space is a massive crystal

Sample System
sphere located in the edge of known
space. The system is centered around
The following is a sample crystal the star of Zephir, nicknamed
sphere, made using the rules for because of its deep blue light,
designing a crystal sphere, p79. This reminiscent of a sapphire. The
is done to show a sample crystal system is known as a backwater, not
sphere for both inspiration and a only because of its remoteness, but
small starting setting for in-game also because of its disastrous recent
use. history. which will be more detailed
shortly.

121
Zephir space has 13 planets, which all
orbit Zephir star, a fairly young star
thought to be merely 2 billion years
old. The system is 100 au of distance
between its center to its edge, with
clouds of water floating around many
sections of the system, making the
inner regions very hot and humid,
while the outer periphery ranging
from temperate to extremely cold.

Most of the planets are inhabitable,


although presenting harsh
ecosystems, from hot water planets
to rocky deserts and arctic tundras.
The peoples of this sphere, known
collectively as “zephirian”, are known
to be hard-working and pragmatic,
with a heavy culture of trade and
self-sufficiency, which contribute to
the two main traits of zephirian
civilizations, its resiliency and its
propensity of factionalism and
balkanization.

Many known races make home in


Zephirian space, although some
humans and halflings societies are
considered native, as their specific
civilizations date back from before
discovery

122
The Illithid wars, coupled with the
constant solar storms, destroyed
Modern history of Zephir Space dates most of the populations of the
back around 500 cycles ago, when the system, causing untold atrocities,
crew of “The Cloudhopper”, entered famine and plague. This would repel
the crystal shell in search of new settlers and merchants from outside,
lands and riches. At the time, the and eventually people forgot about
planets of Tidehaven and Aquanox Zephir space leaving it on its own.
were inhabited by several nations and
tribes of humans and halflings, and The wars lasted for decades, with
although these societies were both incredible tales of villainy and
advanced in their own right, they heroism, where the forces of light
were lacking in spelljamming and darkness clashed with each
capabilities, so integration into other.
spacefaring culture was gradual and
slow, with the colonization of the For the zephirians it was not much
system being led mostly by settlers better, as even after winning a war
from other crystal spheres. against certain annihilation,
civilization entered a long dark age,
This period was known as “the known as the “long winter”, 200
century of light”, a period of cycles of darkness, regression and
unprecedented prosperity in the isolation. This brings us onto the
system. During that century, modern day, where those who
thousands of people moved in and survived are now able to rebuild. New
settled most of the planets in the trade routes are being traced, ports
system, with new trade routes are opening again and now outsiders
established for further development. are starting to come back,but what
This golden age was suddenly halted used to be a industrious and
by the Solar Wind Crysis, an event in developing system, now is left in
which the star of Zephir itself ruins and precarity, as pirates sail
became unstable, with solar flares almost free through wildspace, where
becoming the norm and disrupting monsters now terrify planetary
most of the trade in the system. inhabitants, and where the unified
efforts of all zephirians for a better
Taking advantage of this disruption, future has been replaced with
an armada of Illithids invaded en division, conflict and decadence.
masse, throwing the weakened
peoples of Zephir Space into war. For many the dark days are over, but
for others the worst has yet to come,
only time will prove one side right.
123
The faith proposes a cosmology of
forces fighting over the universe, with
Most planet bound zephirians are the individual placed on the center
polytheistic, especially after the long with the duty of sustaining balance.
winter, where most peoples were For the subject of the primordials,
isolated from one another. For these this means that life is a constant
reasons, hundreds of gods are praised struggle to solve all conflicts, and the
across zephir space, from a wide ultimate goal of mortals is to keep
variety of fields and symbols. the universe as it is, for harmony is in
the present, rather than the past or
Spacefarers are another story, as the future. The faith has lost many
cosmopolitan nature of space allows followers over the years, as centuries
for more organized cults, with the of change in Zephir Space has led
Cult of the Star Goddess being the many to doubt the order of the gods,
largest of the organized faiths, a cult especially after the long winter, but
dating back over 1000 cycles and only time will tell if this religion of
spread over several other crystal the elements is to be disbanded and
spheres. The star goddess, known as forgotten.
Uhenna, is a deity known as the
mother of stars, sailing, protector of Some scholars see religious strife on
explorers and merchants, seeds and the horizon, and as the peoples of
spelljammers, favoring those who Zephir Space start to slowly
seek and travel, ensuring the reconnect to each other, these
spreading and expansion of life as “peace”, or rather pause in the ever
much as possible, a trait dearly eternal conflict of beliefs is prone to
followed by her believers. start again.

The second largest faith is the


Pantheon of Primordials, the
official religion of the Lothran
Empire, the most powerful nation in
Tidehaven. The pantheon is
composed of four gods who represent
the elements, Pyria (Fire), Aquos
(Water), Aeros (Air) and Erda
(Earth). These gods strive for
dominance over the other, but this
conflict is kept at bay by the Lothar,
the emperor of the Lothrans.

124
Capital: Edgeterra
Alignment: Chaotic
Nominally, all settlements and Organization of the believers of the
planets are under the authority of the star goddess, this order follows her
people who claim them and can hold tenants to spread and expand
their territory, and this is true for throughout the universe in her name.
most space settlements, while more The followers of this faith act as
established and ancient polities exist missionaries, preachers and folk
planet bound. In practical terms it is heroes, traveling for what they refer
a different story, as most settlements as “The great work”, a long journey to
align in one way or another to one of help all those who may need it, only
five main factions. settling when one priest finds “Star’s
end”, a place where a temple is built
Order of the Star Goddess for the goddess.

Not only is predication what the


order dedicates itself to, as from its
temples they finance and support
expeditions to all parts, with the
mission of finding new places for
colonization and expansion, making
these journeys highly invested by
merchants and wealthy individuals
with ambition, being the
cloudhopper, the ship who
discovered Zephir Space, one of the
expeditions.

The order maintains a strong hold on


the planet Edgeterra, where it led and
“My dear goddess, protect my path administered the colonization
and those I should encounter, for I initiatives of the planet, and although
wander forever as your lamb in your the long winter made contact to the
endless garden” other worlds of the sphere difficult,
-Goddess’ plea, popular prayer the order never lost its faith in their
of the order labor, looking to keep its holy
mission, whatever the cost.

125
Lothran Imperial Authority The authority has fallen from grace
over the years, overextending itself
during the long winter as the sole
protector of civilization, due to
corruption and nepotism, many of
the former colonies have rebelled and
gotten independence, mostly
coinciding with the crisis of faith in
the gods and a succession crisis
which started after the death of
Gyustem II, the last recognized
Lothar, who died of sickness with no
clear heir.

The authority itself was not spared of


the crisis, as infighting between the
many power brokers is making it
“The gods speak through his name slow to act and many times negligent.
and all shall tremble, for I am his It still keeps a stronghold in some
emissary” settlements and towns surrounding
- Lothar’s message, tidehaven, but it lacks clear power
official motto of the projection, with Lothran vessels
authority gaining the reputation of being badly
Capital: Tidehaven maintained and its commission
Alignment: Neutral merchants having a distasteful
A branch of the Lothran Empire, this attitude of superiority and disdain.
commission is in charge of ensuring Some scholars and philosophers
the interests of the emperor in outer comment on the upcoming collapse
space, maintaining the fleet, running of the Lothrans, but time will tell if
his colonies and seeking to expand the Lothran nation will survive in the
his domain. The Authority is both a future.
secular and religious institution, as it
stems from the theocracy that makes
the Lothran nation, and it runs its
duties from Aeros triangle, a space
settlement built on Tidehaven’s orbit,
acting as spaceport and fortress.

126
Zephirian Commission for Council of Titanus
Cooperation “In the face of eternal darkness, in
“We need to stand together, for too knowledge we keep the light”
long has our people been divided by
nature. We must work together, before
the universe itself can finish the job”
- Jakob Puagros,
governor of Veridian,

Capital: Titanus
Alignment: Neutral
The council is the body ruling
originally over the magical college of
Titanus, the first university of Zephir
Space after its discovery. During the
Capital: Veridian long winter, the university got to
Alignment: Law become the only functioning
A very recent initiative, the “ZCC” or authority for the settlers at the time,
simply the Commission is an attempt and after enduring for such a long
by multiple independent actors to set time, it eventually became a nation in
up diplomatic channels between the itself. The main goals of the titanians
many polities in the system. The include the preservation of
commission makes its headquarters knowledge, fielding an army of
in Veridian, an important trade hub, scholars to classify everything, from
which has helped it to grow its history, to science, philosophy, magic
influence, and although it has not and theology. Over time this mission
prevented hostilities to continue, it has stalled, as the council slowly but
has helped to set up the ground rules surely has turned into a force for
of engagement, universal trade tariffs power politics, corruption and
and engages regularly in escort duty bureaucracy, surrounded on all sides
and peace keeping efforts in small with enemies, time will tell if Titanus
enterprises. keeps its place as a bastion of
knowledge, if it survives at all.

127
League of Serene taking the league’s oath for
“Salutations, we represent the proud cooperation. The league so far
men and women of Serene, we come operates only around Serene’s orbit
with no ill intentions, for our practice and a few settlements beyond, and
is trade” even though it possesses a sizable
- Standard greetings for merchant fleet, it still lacks proper
league’s agents techniques for military action and
projection.

Minor Factions
● Dwarven Corporations: Clans
of dwarves settled around
strategic asteroids for mining
operations, they act as
independent states, but all share
dwarven culture.
● Elven Colonies: Small outposts
maintained by the imperial elven
fleet. They keep only small
pistols for fleets, as elves see
Capital: Serene little strategic value in Zephir
Alignment: Neutral Space.
Based on the planet Serene, the ● Pirate Gangs: Numerous gangs
league started as an association of of pirates prey on undefended
merchant and venture traders, ships and settlements all
joining together to ensure fair trading throughout the system. Most of
practices and consolidate established these are descendants of
trade routes. Over the cycles, the veterans from the Illithids
league got to include several invasion, preferring to engage in
settlements and planetary towns into piracy rather than retiring.
a cohesive union of polities, united in ● Illithid Holdouts: After the
a trade network for mutual Illithid, despite being held back,
protection and trade, making it the the Illithids still hold bases and
fastest growing faction within Zephir colonies in remote parts of the
Space. systems, buying time to launch
another attack and finish what
The league is a confederation of they started.
states, with different polities acting
independent from each other, only

128
2. Azurea
Class: B
Water Body (Water planet)
1. Zephir’s Star Imports: Ores, Rare Ores
Class: G Exports: Food, Domestic Goods
Fire Body (Star) Description: The first planet of the
Description: The primary body of system, an ocean planet inhabited by
the system, Zephir Star, stands out mostly halflings, to a small number
amidst the cosmic tapestry with its of 10 thousands. This tropical
radiant blue glow that illuminates paradise features a hot and humid
the depths of space. Unlike other climate, enveloped in a gentle mist.
stars, it possesses a unique and Halflings have built cities on sturdy
mesmerizing quality—the ability to platforms above the water, relying on
emanate not only pure blue light but their skills as seafarers and
also delicate moisture. Legends speak fishermen. The planet's landscape is
of the Zephir Star's ability to bring scattered with ancient ruins,
life to barren realms, where its remnants of an advanced civilization.
mystical moisture rejuvenates The Azureans are a crafty people,
desolate landscapes and sustains aligned nominally with the Lothran
celestial flora and fauna. Those Imperial Authority, but in practice
fortunate enough to witness this rare completely autonomous. The
phenomenon describe a sublime Azurean moon, Aetheria, is a rocky
connection between the star's celestial body akin to our own. With
moisture and the birth of new a population of 800k, the moon's
beginnings. Colonization around the society and technology have
star is difficult at least, though, as regressed to a level reminiscent of the
temperatures sky rocket the closer bronze age.
one goes to it.

129
3. Aquanox 4. Tidehaven
Class: D Class: C
Water/Air Body (Mist world)
Water/Earth Body
Imports: Illegal Goods, Artifacts Imports: Illegal Goods
Exports: Domestic and Illegal Goods
Exports: Food, Military Gear
Description: The second planet of Description: Tidehaven, the third
the system, Aquanox, a water world planet, is a water-dominated world
enveloped in a misty atmosphere. Its with scattered small continents. It
population of 200k consists mostly of accommodates a population of 100
humans organized into city-states. million, all under the rule of the
These city-states thrive with late theocratic Lothran Empire. The
medieval-age technology and
planet's mesmerizing rings encircle
craftsmanship, while their its celestial body, offering a celestial
concentrated islands near the poles
spectacle. An expansive asteroid
provide stability relying on their settlement serves as a prominent
ships to connect the scattered islands
trade outpost, known as Aeros
and engage in trade and diplomacy. Triangle. Tidehaven bears a
Aquanox's moon, Lysara, holds the captivating history, evident in its
remnants of an advanced civilization. ancient ruins and artifacts. The
Its surface is adorned with enigmatic Lothran Empire's theocratic
ruins, a testament to forgotten monarchy governs the planet,
achievements. Meanwhile, Aquanox's unifying its nations under a shared
equatorial waters harbor strange and religious devotion, with its vast
otherworldly beasts, captivating the oceans, celestial rings, bustling trade
inhabitants with their alien forms.
outposts, and rich historical tapestry.

130
5. Titanus 6. Ignisara
Class: E Class: A
Air/Fire Body (Gas giant) Fire/Air Body (Desert world)
Imports: Rare Ores, Recreational Imports: None
Drugs Exports: None
Exports: Artifacts, Illegal Goods Description: Ignisara, the fifth
Description: Titanus, the fourth planet, is a rugged and arid world
planet, is a warm gas giant adorned characterized by vast deserts and
with a layer of inhabitable floating towering mountains. Its harsh and
islands. These floating islands serve unforgiving terrain is home to
as home to multiple settlements, scattered ruined settlements and a
accommodating a population of 1 handful of nomadic wandering tribes.
million. The planet's governance is The planet's aridity has shaped the
primarily entrusted to the esteemed lives of its inhabitants, forcing them
Council of Titanus, an academic to adapt to the challenging
government renowned for its pursuit conditions. The ruined settlements of
of knowledge and wisdom. The Ignisara serve as haunting reminders
planet is dotted with numerous of a once-thriving civilization.
libraries and archives, serving as Abandoned and weathered by time,
repositories of vast information. they stand as silent witnesses to the
However, some of these repositories passage of ages, leaving only
have been lost to the lower layers of fragmented echoes of the past. In
the gas giant. Nonetheless Titanus contrast to the remnants of past
stands as a testament to the pursuit settlements, a few nomadic tribes
of knowledge, keeping it for the traverse the deserts and mountains,
preservation of civilization and eking out a nomadic existence.
enlightenment

131
7. Infernoth 8. Hyperionis
Class: C Class: A
Fire/Air Body (Desert world) Fire Body (Magma world)
Imports: Refined Metals Imports: None
Exports: Ores Exports: None
Description: Infernoth, the sixth Hyperionis, the seventh planet, is a
planet, is a desert world perpetually molten world engulfed in searing
ravaged by relentless sandstorms. Its magma. Its surface is a tumultuous
barren landscape is characterized by sea of molten rock, with fiery geysers
vast stretches of shifting sand dunes, and volcanic activity defining its
jagged rock formations, and volatile landscape. The planet's
scorching temperatures. The planet's extreme temperatures and intense
surface offers little respite from the volcanic eruptions make it an
harsh elements, prompting its inhospitable and treacherous
inhabitants to seek shelter in caves environment. Hyperionis lacks any
and underground dwellings. traditional solid landmasses, and
Scattered kingdoms dot the instead, molten lava flows stretch as
landscape of Infernoth, each carving far as the eye can see. The planet's
out their existence amidst the atmosphere is filled with swirling
relentless storms. These kingdoms clouds of noxious gasses and ash,
are often centered around precious creating an eerie and suffocating
water sources and hidden oases, atmosphere. Exploration of
which provide sustenance and Hyperionis is perilous, reserved only
survival amidst the aridness. Life for the most daring and
within these kingdoms revolves technologically advanced missions. It
around the careful conservation and is a world where extreme heat and
protection of water, a precious deadly geologic activity pose
resource. constant threats.

132
9. Serene 10. Glaiceia
Class: C Class: D
Air/Fire Body (Gas Giant) Water/Air Body (Flat World)
Imports: Rare Ores, Luxury Goods Imports: None
Exports: Artifacts, Illegal Goods Exports: None
Description: Serene, the eleventh Description: Glaiceia, the tenth
planet, is a majestic gas giant planet, exists as a frozen and desolate
characterized by powerful winds and world, devoid of visible life on its
tumultuous storms. Its turbulent surface. Its vast, flat expanse is
atmosphere renders the planet itself covered in a thick layer of ice and
inhospitable, devoid of any solid snow, creating an otherworldly and
surface. However, scattered frigid landscape. However, persistent
throughout its orbit are small, rumors circulate, hinting at the
orbiting asteroid settlements that possibility of life signs and even a
serve as the only havens for hidden civilization beneath the icy
inhabitants. In these orbiting surface. The planet's frozen exterior
settlements, a thriving trading league gives little indication of the secrets it
known as the League of Serene has holds. Whispers of mysterious energy
emerged. The league unites the signatures and unexplained
disparate communities and fosters a phenomena have piqued the
spirit of cooperation and commerce. curiosity of explorers. They speculate
Its members establish free that beneath the icy crust, sheltered
emporiums where a myriad of from the harsh environment, lies the
artifacts, resources, and commodities potential for life and a hidden
from across the system are traded. civilization.
The asteroid settlements of Serene
are vibrant hubs of activity, bustling
with traders, explorers, and artisans.

133
11. Cragoria 12. Aurora
Class: B Class: C
Earth Body (Rocky world) Earth/Water Body
Imports: Organics Imports: None
Exports: Military Gear, Rare Ores Exports: None
Description: Cragoria, the eighth Description: Aurora, the twelfth
planet, is a rugged and mountainous planet, presents a seemingly paradise
world adorned with occasional plains realm adorned with breathtaking
and deserts. It lacks major bodies of beauty. Its mesmerizing rings cast a
water, with lakes and small rivers celestial halo, framing a planet
serving as the primary sources of blessed with wide plains, lush forests,
sustenance. The planet is home to a vast oceans, and diverse climates.
primitive civilization of humanoid However, this alluring world holds a
beings who inhabit this challenging haunting mystery—the absence of
terrain. The planet's only city, named any inhabitants and a disconcerting
Astridia, stands as a testament to the trend of explorers failing to return
influence of the Mission of the Star after landing. The pristine landscapes
Goddess. This religious cult has of Aurora, untouched by sentient life,
heavily evangelized the inhabitants of evoke both wonder and unease. The
Cragoria, instilling in them a deep planet's tranquility is disrupted by an
devotion to their celestial deity. eerie silence that hangs in the air.
Astridia, nestled amidst the rocky Expeditions have been launched,
peaks, serves as a spiritual and captivated by the allure of this
cultural center. Its architecture seemingly perfect paradise, but none
reflects the reverence for the stars have returned, leaving behind only
and the divine, with intricate speculation and unanswered
carvings adorning its structures. questions.

134
13. Edgeterra 14. Silentis
Class: B Class: E
Earth/Water Body Air/Water Body (Gas Giant)
Imports: Recreational Drugs, Imports: None
Chemicals Exports: None
Exports: Food, Rare Ores Description: Silentis, the final
Description: Edgeterra, the tenth planet, exists as a frozen gas giant
planet, presents a picturesque shrouded in isolation, far removed
temperate world adorned with vast from any other celestial body. It
forests, expansive plains, and stands as a solitary world with an
unremarkable seas. Its serene aura of mystery and an unsettling
landscapes and moderate climate reputation. Only a couple of
make it an inviting destination for enigmatic fortified outposts dare to
colonization initiatives led by the endure the harshness of this desolate
devoted followers of the Cult of the realm. Whispers permeate the
Star Goddess. One prominent feature interstellar community, warning of a
on Edgeterra is its remarkable star curse that looms over Silentis. Those
port, a hub of interstellar travel and who have ventured too close to its
trade. Its strategic location near a frigid embrace are said to have met
portal outside the crystal shell that an ominous fate, disappearing
envelops the planetary system has without a trace. Despite these eerie
contributed to its prominence. The accounts, some greedy and ambitious
star port serves as a gateway, adventurers, undeterred by the
facilitating connections between warnings, have sought to unravel the
Edgeterra and other distant realms, secrets held within the icy depths.
greeting visitors with its captivating These daring individuals have paid
vistas and a sense of tranquility and no heed to the cautionary tales,
allure. forever vanishing from sight.

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Major Settlements e. Proxyport: A bustling
Asteroid settlements outside of crossroads of interstellar trade
planetary orbits, serving as stops and diplomacy, Proxyport buzzes
along the major trade routes of the with spelljammer vessels and
system. merchants from diverse worlds.
Here, deals are struck, rare
a. Cosmoport: Nestled within the artifacts exchanged, and
crystalline expanse, Cosmoport is alliances forged in a dance of
the pulsating heart of negotiations.
spelljamming activity. It serves as f. New Cyrene: Reflecting the
the central hub, where ships from grandeur of ancient empires,
across the system converge, their New Cyrene is a spelljammer
enchanted sails shimmering with metropolis of towering spires
arcane energy. and mystic architecture. Its
b. Astroville: Floating amidst the streets are adorned with bustling
constellations, Astroville is a marketplaces, where traders offer
celestial haven for scholars and curiosities from realms
star navigators. Towering unknown.
observatories and arcane libraries g. Solstice: Floating amidst a
house ancient tomes, while cluster of radiant star crystals,
astrologers decipher the secrets of Solstice is an ethereal realm
the cosmos. where luminous energies
c. Domus Ultima: Perched on the converge. The inhabitants, adept
fringe of the crystal shell, Domus in harnessing stellar magic, draw
Ultima acts as the final bastion in power from the celestial light
route to Silentis. Its fortified walls that permeates the spelljammer
and defensive enchantments shell.
provide safety from cosmic perils. h. Horizong: Perched on the edge
d. Veridian: A verdant sanctuary of the crystal shell, Horizong
within the spelljammer shell, offers breathtaking vistas of the
Veridian boasts floating gardens astral expanse. Adventurers
and lush ecosystems nurtured by equipped with spelljammer
elven druids. Magical ley lines vessels dive into the unknown,
intertwine, fueling the growth of braving the uncharted reaches
exotic flora and sustaining beyond the horizon.
harmonious coexistence.

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Appendix L:
a number set by the DM, called
Difficulty Check, the highest it is
the more difficult the task the

House Rules
character is attempting to do is as
well.

This appendix will be written from


Personally, I love this mechanic, it is
the perspective of the Author talking
simply too simple and elegant that I
to any potential DM, as it is a more
honestly could not see my games
personal piece, at least in relation to
without it, so I just added it back on
the rest of this book. Every table has
my games. I did not straight up use
its own share of house rules, a way
the one used by 3rd edition onwards,
DMs exercise their power as masters
as I thought it just had a power spike
of the game by modifying, adding or
too high, so I am using the modifiers
removing rules to make their games
I read in the game Castles and
more fun. This specific appendix is to
Crusades™, which I find more fitting
showcase the house rules that I, the
for OSE™ .
author (Lixu) use on the table. Some
of these are more heretical relative to
Ability Score Modifier
OSR gaming than others, but are the
Assign each modifier to each ability
ones that I find more practical and
score, all bonuses granted to any
overall fun, and the goal is that I can
ability score determined by its
at least provide you with ideas for
number will be tied to the modifier,
your games that you may find cool or
as determined by the following table.
appealing for you as a DM or your
players.

This was a mechanic introduced in


3rd edition onwards, which is doing
ability checks by rolling a d20 and
adding a Modifier determined by the
character’s ability score, success
determined by whether or not the
roll of the die is equal or higher than

137
Difficulty Checks Critical hit: On a natural roll of 20,
The following table is to give an idea the attacker deals the maximum
to DMs of what number represents amount of damage possible, while
what difficulty. adding a second damage roll plus all
damage modifiers (e.g: A fighter with
14 STR attacks with a sword and roll a
natural 20. The damage dealt is
9(1d8+STR) plus an additional roll of
1d8+STR.

Critical breakage is a ruling that


allows for more brutal attacks at the
cost of one’s weapon. Basically,
whenever an attacker with a weapon
Introduced in 5th edition, rolling rolls a natural 20, aside from applying
with advantage means rolling the the damage done by critical hit, he
dice two times and choosing the gets to roll for damage a third time at
highest result, while rolling with the cost of breaking the weapon (no
disadvantage is the opposite, rolling matter the material) and adding it all
the dice two times and choosing the together for a devastating and brutal
lowest result. Simple, elegant, it is attack!
useful to use instead of bonuses and This is a way to provide players with
penalties, which is why I use it. the choice of spending resources in a
meaningful and dramatic way. Maybe
they are facing an opponent way
Old School Essentials™ have these more powerful than they are, in
in a way. Rolling a 20 on an attack which this rule may give them a
roll equals an automatic hit, while chance of surviving by spending
rolling a 1 means automatically something arguably of less worth
failing. I personally love the idea of than their lives.
critical hits, which is why use the
following variant instead:

138
Inspirational
Material
Inspiration is crucial in role-playing
games, which is why any aspiring DM
has to constantly consume content.
In the case of spelljammer™ , which
falls under a certain genre, feel and
aesthetics, the following could serve
as inspiration:
● Spelljammer: Pirates of
Realmspace - Mark Anthony
● The Crystal Shard - R.A Salvatore
● The Avatar Trilogy - Richard
Awlinson
● Star Wars: Heir to the Empire -
Timothy Zahn
● The Voyage of the Jerle Shannara -
Terry Brooks
● The Aeronaut’s Windlass - Jim
Butcher
● Dune - Frank Herbert
● The Odyssey - Homer
● Gulliver’s Travels - Jonathan Swift
● Journey to the Center of the Earth -
Jules Verne
● A True Story - Lucian of Samosata

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