You are on page 1of 13

HORROR OF NOSPACE

A SPELLJAMMER ADVENTURE

BY A.M.HELLE
TEMPLATE BY NATHANAËL ROUX
Contents Credits
Adventure Summary Horror of Nospace version 3.0
3
Designer: Anders Martin Helle
Part 1 - Introduction
4 Layout: Anders Martin Helle with template by
Nathanaël Roux
Part 2 - The Timeskipper
4 Art: The cover and art in this adventure is generated with
Midjourney and composited by Anders Martin Helle
01 - Waking up.......................................................................
4
Editing and Feedback: Jan Emil Heibø
02 - A voice from the hallway.............................................
4
03 - Further into the ship.....................................................
5
04 - The Timeskipper...............................................................
5
The Limb Flayer
8

Part 3 - Finale
9
01 - The other side.................................................................
9
02 - The Artifact Chambre...................................................
10
03 - Ending..............................................................................
10
Appendix A: Maps
11

Appendix B: Magic Items


12

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors.
Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.
All other original material in this work is copyright 2022 by Anders Martin Helle and published under the Community Content Agreement for Dungeon Masters Guild.

TABLE OF CONTENTS
2
Adventure Summary Adventure hooks
Horror of Nospace is a 2 to 4 hour one-shot adventure for The characters can find out about the ship itself from
3 to 4 PCs at 2nd level. The adventure is horror-themed rumors and news going around Wildspace. Here are some
with elements of mass death, body horror and cosmic possible suggestions:
horror. In a game like this consent is important, so make
• A person or object the characters need will be traveling
sure your players are okay with the elements that exist in
on the ship.
the adventure before running it. Changes can be made to
• The characters are brought on the ship as crew.
the narration while running the adventure to lessen the
• The characters are tasked with escorting an important
horror-elements if needed.
person on this journey. This person should survive the
This adventure is designed to be used on its own, but
initial event and the players need to keep them alive
can be adapted to fit into any Spelljammer game.
throughout the adventure.

Background
The Krynnish gnomes have teamed up with the Dwarven
Running the adventure
Citadel to make express travel between Wildspace systems To run this adventure you need the Dungeon Masters
a possibility. No longer will travelers have to spend days Guide. You may also want the Monstrous Compendium Vol 1:
flying to and from the Astral Sea. Using a brand new Spelljammer Creatures at hand for the Gadabout stat block.
artifact imbued with plane-bending magic, the state of the To add some more character specific dread to the final
art ship Timeskipper can travel through the unstable plane scene, consider asking the players before the beginning of
of Nospace. the session what their characters biggest regret is? Or what
The ship is about to take its first commercial voyage they are trying to escape from? This can be used to make
from its shipyard in orbit around the planet Radole. the finale feel more personal to each character.
From there it will jump to the flying cities of the Orc The map of the ship in the appendix is meant as
Angel Celestial before heading towards every known reference for the DM. This adventure works best without
Wildspace system. a map to increase the tension and confusion of where
The characters have bought, won or stolen some tickets different things are. But you know your players best, if
to attend this first trip into Nospace. But in the unstable they like a crawl, feel free to use the map. In this case
plane the ship is attacked. A set of spectral glowing jaws expect the runtime of the adventure to increase.
are feeding on the power from the artifact, causing weird
and deadly consequences across the ship. The characters
must find a way out of the plane or perish as the ship
is consumed.

Adventure structure
Part 1
The characters are introduced into the Mess Hall of
the ship. At this point each player can introduce their
characters and get an introduction to the brand new
Spelljammer.

Part 2
The characters wake up in a ship full of dead people. They
are hurt and close to death. They are contacted by Vinn
Argo, an apprentice navigator scared to death and hurt.
He informs them that the Nospace artifact is damaged and
needs to be shut down.

Part 3
The characters explore the ship, making their way to the
artifacts chamber. Meanwhile a monster has animated and
is stealing body parts from the dead. This monster starts
hunting the characters.

Part 4
The characters cross a weird 300 ft perfectly cut tear in the
ship filled with Time-orbs before facing a set of spectral
jaws that feed on the ships Nospace artifact.

ADVENTURE SUMMARY
3
Part 1 - Introduction Part 2 - The Timeskipper
At the start of the session, or as the players are boarding
the ship, read or paraphrase the following:
01 - Waking up
To start of this part of the adventure, have the players
You make your way on board the Timeskipper, the fastest
roll Constitution saving throws to determine the order
Spelljammer ever constructed. Carved from the most
durable stone from the Dwarven Citadel, reinforced with
they wake up in. They wake up badly bruised and sluggish
steel plating and accented with glowing blue crystals, each with half of their HP total. Read or paraphrase the
it is an engineering marvel. The new Nospace artifact following as the first player wakes:
skips travel through the Astral sea by bending the planes The first thing you feel is something heavy crushing your
themselves around the ship. No more days spent in left arm. Before your eyes manage to open you smell it.
Wildspace systems to reach the Astral sea. Travel between Iron. Fresh blood. Forcing yourself awake you see what
systems will happen in hours. is trapping your arm. Someone has passed out on top of
it. You manage to pull free. Sitting upright you take in the
This is the Timeskippers maiden voyage and you all have sight of the mess hall. Red emergency lights flash on and
a front row seat to a new chapter in Wildspace history. off in a slow rhythm. Bodies everywhere. Blood staining the
In a few minutes you will leave your orbit around Radole, floor and walls. Serving trays sticking out from backs ans
headed for the floating cities in the Orc Angel Celestial. skulls. Lifeless eyes staring at you. What do you do?

After wandering around the ship you find yourselves in the The characters wake up in one by one in the order of their
mess hall in the middle deck. A large cafeteria is serving rolls. Let them explore a bit before moving on.
a buffet for the passengers. Spread around are tables
and seating, mostly filled with people. A few of the staff
go from table to table cleaning up where guests have left 02 - A voice from the hallway
their meals. Suddenly there is a noise from the hallway.
At this point ask each player in turn to describe their Suddenly, you hear something in the hallway leading to
character as they enter the mess hall to find food and a seat. the rest of the ship. The noise of a distorted sending stone
followed by a whisper:
The jump “Hello? Is anyone there? Ev… everyone’s dead. Please,
When the characters are introduced move on to read, or someone answer.”
paraphrase, the following:
The person trying to reach out over the Sending Stone
As you eat your food a chime echoes around the hall. The communication system is apprentice navigator Vinn
ships voice-pipe-system turns on projecting the captains Argo. He is terrified and attempts to contact anyone
voice across the ship. who can help.
“Welcome aboard. We will shortly begin our journey and Vinn Argo
make the leap to Nospace. You will feel a slight turbulence
Apprentice navigator on the Timeskipper. This is his
when this happens, but this is nothing to worry about.
first trip on any Spelljammer vessel. He is dressed in a
When the jump is in progress, consider a trip to the viewing
dome on the upper deck. Have a lovely trip.” naval uniform colored the same blue as the accents on the
ship. Currently his leg is broken and he is in a lot of pain,
The voice-pipe shuts down and you feel it. A slight shake as wincing as he speaks.
the ship jumps. Then everything goes dark.

PART 1 | INTRODUCTION
4
The hallway
As the characters come to the intersection, read or
Outside, the hallway leads towards the middle of the ship paraphrase the following:
where an intersection branches off in different directions.
Several floating platforms designed to take multiple people
As the characters enter the hallway, read or paraphrase
up and down levels stand still in the center of the room. On
the following: the outside walls, illuminated by faint red crystals, you see
The red emergency lights blink in a slow rhythm, a ladder leading to the different levels of the ship. Scanning
illuminating chunks of hallway as if moving ahead into the the ladder you catch movement at the top deck. A leg is
ship. Here too are corpses. Broken. Bleeding on the floor. pulled over the edge, vanishing into the dark above.
The sleek metal of the wall panels are now dented from
the impact of the several crew members dead on the floor.
Pipes and arcane crystals exposed. The air around you is
growing cold. The taste of iron constant.
04 - The Timeskipper
In this section of the adventure the characters may explore
Close by the door you see a communications unit, marked the ship as they wish. But they are not alone. A Limb Flayer
by a glowing blue light behind a glass panel. Inside you see has appeared after the ship got ripped out of its travel.
a sending stone, an emergency alert rune and some vials of It is hunting them, looking for fresh body parts to keep
healing potions. A pang of static escapes the sending stone rebuilding itself.
before you hear the voice again: Let the characters explore a room or two before the
monster attacks, ideally when they get too comfortable.
“Can someone hear me? Please… Please answer.” More info on how to run the Limb Flayer at page 7.
Inside the communications unit are the following items: There are communication units placed around the ship.
2 x Potion of healing So when needed, Vinn Argo can reach out to the players
Hooded lamp - shines bright light in a 30 ft cone, then dim and nudge them back towards their objective of shutting
light for 10 ft down the crystal engine.

If the characters choose to talk to apprentice navigator


Vinn Argo, he has the following information to share:
Lower deck:
• The ship is ripped in two. He can see this from the General Atmosphere:
bridge. But somehow the power from the Nospace The walls are plain metal, not polished. Arcane crystal
artifact is still going to the front half of the ship. lights and pipes clearly visible. This is not a place meant
• Something bad has happened to the artifact. It needs to for the passengers eyes. It is utilitarian in nature, with no
be shut down so they can return to Wildspace. extras. The doors leading to the different areas are made of
• Everyone on the bridge died when the impact happened. steel and have simple locks. There are fewer bodies down
• His leg is broken and he is unable to move. here, but they are all torn to shreds, most have no libs left.
After telling the characters this, Vinn will urge them to
get to the artifacts chamber to shut it down or destroy it. L1 - The Hold:
A large room used for storage of both supplies and the
passengers luggage. Crates, boxes and shelves stacked with
03 - Further into the ship items make the place a maze.
When the characters are done speaking to Vinn Argo they The Limb Flayer has made this place its nest. This is
are free to choose where to go next. Ahead of them is the where it takes the limbs it needs to modify and build
hallway leading to the intersection connecting the three itself. This is evidenced by a pile of blood, flesh and limbs
decks of the ship. in one corner.
Inside the pile the characters can see the shine of a
The hallway is lit in chunks as the red emergency lights
switch on and off, moving down towards an intersection. ring with a stone in the shape of an eye. It is a Ring of
In red flashes you see more bodies. Broken. Missing limbs. X-Ray Vision.
One missing both hands, one the lower part of a leg, one Encounter. If the characters touch the pile of limbs, the
their lower half. By the smell all are starting to decompose. Limb Flayer will attack after 1d4 minutes.
Uncanny Flexibility. If the monster is reduced to 0
If the characters choose to investigate the dead bodies HP, this is the place it will return to. It will need some time
further they can get the following information on a DC 12 to build itself up again and while doing so, in this space, it
Wisdom (Medicine) check: is vulnerable and can be killed. While rebuilding itself it
• The limbs are torn off by force has 5 HP and an AC of 10.
• Judging by the lack of pooling blood, this happened
after they died

PART 2 | THE TIMESKIPPER


5
L2 - Airlock: from exposed pipes. Every room and hallway has multiple
Due to the incredible speeds Timeskipper reach in Nospace, corpses in them, all with limbs missing. The doors on
it is unable to hold air outside its reinforced stone walls. this level are polished metal. Most are open so that the
So an airlock was put in for maintenance and security. passengers can pass from one area to the next with ease.
The airlock is a lush and green space. Plants line the walls
and ceiling, mostly green leafy ones, but some red and M1 - Mess hall:
blue flowers. A large room filled with multiple tables, stools and
The environment inside is a perfect living space for benches. At the far end is a cafeteria usually with a
Gadabouts (Monstrous Compendium Vol 1: Spelljammer buffet. Now everything is thrown around, dead people,
Creatures). Between the green plants their wings are visible. food, cutlery, trays all over the room. Blood splattered
There are 8 Gadabouts living in the airlock. and pooled on the floor and walls. Most bodies in this
A sliding metal door leads to the outside of the ship. room are intact.
Right outside the door a forcefield is active, keeping air
inside the ship while in Nospace. M2 - Passenger Quarters:
These rooms are locked with personal keys given to the
L3 - Systems maintenance: passengers. The characters will have access to their own
This room is locked. The door can be opened with a DC 16 rooms if they have any. To unlock one of the rooms a
Dexterity check with thieves tools. character will need to succeed on a DC 16 Dexterity check
The constant red from the emergency lights is broken using thieves tools, or break the door down with a DC 18
up by a pale blue coming from the room. Inside is a Strength check.
room full of machinery, monitors and filters. Glowing Each room contains a wide bed, a sitting area with a
runes, levers and dials mark this as the control center chair and table, and a bathroom. The walls are decorated
for the ships internal systems. It smells clean and fresh, a with art depicting different parts of Wildspace to give the
welcome change. impression of windows. Each one animated with a small
Inside the room a watermelon sized Time-orb(more in illusion. Most of the stuff in these rooms were not secured
U1) is floating around. Inside this orb, frozen in time is a and has been thrown around by the impact.
Wand of Emergency, a simple wooden wand with a red Inside these rooms the players can find everyday items,
crystal on the end. If a character reached inside the orb to clothes and some gold.
retrieve the wand, roll 1d4 and consult the table on page 7
to see what happens. Upper deck
Holding the Wand of Emergency, a character
will notice that a note is rolled around the handle.
General Atmosphere:
The note reads:
Smooth polished metal walls, made to look stylish and
This wand has one (1) charge of Dispel Magic. in fashion, are now dented and broken. Smoke escape
EMERGENCY USE ONLY! from exposed pipes. Every room and hallway has multiple
Characters with a proficiency in Arcana or with corpses in them, all with limbs missing. The doors on this
a successful DC 18 Intelligence (Arcana) check can level are polished metal. Most are open so the passengers
manipulate the systems. can pass from one area to the next with ease.
All systems are currently operating at minimum
levels. If they are pushed to max, the ship will start to
U1 - Hallway littered with orbs:
A long hallway leads to the front of the ship, connecting
shake violently, stressing the crystal engine more than
the main rooms. Through this upper hallway is a faint
it can handle.
glow of multi-colored light, breaking the monotony
The systems of the ship are:
of red. At the other end the hallway opens up into the
• Airflow viewing port. But blocking the way there are hundreds of
• Magical gravity floating orbs.
• Elevator
• Heat Time-orbs
• Water The orbs seem translucent, slightly bending the light
passing though them. They are the size of watermelons and
L4 - Crew quarters: the hallway is filled with them.
Multiple rooms used by the crew to sleep and relax when
Some bounce against walls, some change direction in mid
not working their shifts. They are simple with metal walls
air, speeding up and slowing down at random. Inside each
and no windows. Each room has four beds and a locker bubble you see the glittering lights of a galaxy worth of tiny
divided into four sections. Inside the lockers the characters stars. One of them engulfs a part of the wall. Through the
may find some personal trinkets from crew members. bubble, the metal corrodes, quickly rusting and falling to
dust. When the bubble bounces away the wall returns to its
Main deck former state, no rust to be seen.
To move through the hallway without touching the
General Atmosphere: orbs the characters must succeed on a DC 15 Dexterity
Smooth polished metal walls, made to look stylish and (Acrobatics) check. If a character fails the orb will engulf a
in fashion, are now dented and broken. Smoke escape part of their body, crating one of the following effects:

PART 2 | THE TIMESKIPPER


6
Time-orb effect | Roll 1d4: ship, the smell of iron is inescapable. Even the air seems
colder in here.
1 The object or body part encapsulated by the bubble slowly
withers and dies. If this is a metal object it will rust or
oxidate. If it is biological, like a hand, the flesh will rapidly U4 - Medical bay:
rot away, turning to dust and leaving only the skeleton. If A long room with multiple patient beds evenly spaced
the organic matter belongs to a creature, that creature take with dividing curtains for a hint of privacy. Equipment,
1d4 necrotic damage. smashed potions and herbs are thrown across the room.
2 The object is frozen in time and space, it both exists and Some of the beds have shifted over, some collided together.
does not exist. The object is pulled along with the bubble as The smell in here is clinical and clean. To one side of the
it is frozen within it. To get out will require a DC 16 Strength room is a collection of shelves and drawers. Most of them
check.
are thrown open, but one drawer is still closed.
As the object or creature is pulled along, it has to make a This drawer is locked with a DC 12 Dexterity check with
new DC 15 Dexterity saving throw to avoid hitting more thieves tools and can be broken open with a lever of some
orbs in the area. If the object or creature is caught in two kind with a DC 12 Strength check.
or more orbs that go in different directions, it will take 1d4 Inside are:
bludgeoning damage and be let go from the orbs grip.
3 The object or body part turns into the best version of itself • 4 Potions of healing
that can be found in the multi-verse. If a part of a sword • 1 Antidote
enters, this specific part will turn into a +3 sword with a
magical effect of the DMs choosing. A hand will become
incredible strong, every muscle at its full potential. Loot and dead bodies
4 Nothing happens, but a slight tingling can be felt.
While the players are exploring this half of the ship, feel
free to give them some loot from the DMG loot tables
When the character, creature or object leaves the orb the (p. 136-137). If they examine dead bodies you can use this
effect ends. table to generate the damage they have:

U2 - A Spacers Gamble: Roll 1d10


At day this place is a social hub and tavern, at night a place
1 Head caved in, left leg torn from torso
of gambling, right now its a graveyard. Wooden tables
surround a central bar, the walls are lined with art and 2 Head missing
dartboards. Each table has a magical projector above it, 3 Left hand torn off
projecting an illusion of the dealer for the different games 4 Right hand torn off
guests can play. Some of the tables are still active, the
5 Left leg torn off
illusory dealer waiting, asking corpses to place their bets.
When in this room Vinn Argo will contact 6 Right leg torn off
the characters. 7 Lower body torn off
From a communications unit by the door you hear the 8 Upper body ripped off
voice of Vinn Argo. 9 Both arms missing
"He...Hello? Are you there? Something is happening with 10 Both legs missing
the artifact. Please... Can you hear me?"

Behind the glass panel you see the sending stone on top of
a tool box with a metal wrench and other tools inside.
If the characters speak to Vinn, he has the following
information to share:
• The back half of the ship is shaking more and more. He
is convinced that the Nospace artifact is releasing waves
of energy. If it is not shut down soon, it will destroy the
ship.
The tools inside the communications unit can be used in the
final encounter.

U3 - Viewing port:
The outer walls of this room are replaced by a glass dome
allowing passengers to have an incredible view of Nospace
as it warps around them. The view is now completely
still, the galaxies and star systems stretched in a myriad of
different ways. Arranged out from the middle of the dome
are seating areas with comfortable leaning chairs to look
up at the passing sky. Here, as well as most places on the

PART 2 | THE TIMESKIPPER


7
The Limb Flayer
The hairs on your neck rise as a chill runs through you. Limb Flayer
By instinct you look up, a warning registers before your Large Undead, Chaotic Evil
eyes have time to see. A patchwork of limbs. Grey dripping
mucus. At the center of the mass the head of a fetus. With
a hungry smile. Armor Class 13 (natural armor)
Hit Points 130
The monster stalking the characters has built itself by Speed 40 ft.
tearing limbs from the corpses on the ship. It is replacing Roll Initiative +3
limbs that decompose and break as it moves around, both
consuming and controlling the flesh.
This creature is a difficult encounter for 3 characters STR DEX CON INT WIS CHA
at 2nd level. But the purpose of this monster is not to kill 18 (+4) 16 (+3) 14 (+2) 6 (- 2) 7 (-2) 6 (-2)
the players, but to keep them on edge. Use it to raise the
tension when they feel comfortable and have it find them Saving Throws STR +6, DEX +5
at the worst times. Skills Stealth +10
To keep itself intact the natural instinct of the monster Senses Passive Perception 12
Languages None
is to attack its prey from the shadows and try to tear a limb Challenge 4 (1,100 XP)
off its target. If the Limb Flayer takes damage, it will flee Proficiency Bonus +2
and hide, only to return when the characters least expect it.
To do this it will use its Uncanny Flexibility to get
away. It will also flee if it is successful in tearing a limb off. Uncanny Flexibility. The monster turns itself into an elastic
If reduced to 0 HP the creature becomes a pile of limbs formless meaty liquid allowing it to pass through small
and flesh. After some seconds the central fetus, the heart of openings like grates. When doing this it leaves a trail of blood.
the creature, sprints across the room, finding the nearest
Unsettling Presence. When a creature starts its turn within
grate to escape through. It will leave to rebuild itself in 15 ft of the monster they need to make a DC 14 Wis save or
L1 - The Hold. While rebuilding itself it has 5 HP and become frightened by its presence. They can repeat this save
an AC of 10. at the end of their next turn.

Natural Stealth. The horror of the monster makes your eyes


slide over it, not knowing what you see. The monster has
advantage on stealth checks with a +10 to its roll.

Actions:
Multiattack. Limb Flayer makes two attacks.

Piercing Strike. A sharpened leg bone bursts from the mass,


piercing through a creature it can see within 10ft.
Melee Weapon Attack: +6 to hit, reach 10 ft, one target.
Hit: 10 (2d6+4) piercing damage and the target is grappled
on its leg bone.
At the start of its next turn the grappled creature can make a
DC 14 Strength check to be free of the grapple. An ally can also
help them get down, using the same check.

Tear Limb. When the monster has a creature grappled it will


attempt to tear one of its limbs off.
The grappled creature needs to make a DC 16 Strength
saving throw, taking 13 (3d6+4) bludgeoning damage on a failed
save and half as much on a successful save.
If this attack reduces the creature to 0 HP one of its limbs
will be torn off.

PART 2 | THE TIMESKIPPER


8
Part 3 - Finale
01 - The other side For each orb they hit, roll on this table and narrate
the outcome:
When the characters are done exploring the front half
Roll 1d4:
of the ship and they make their way towards the engine
room, read or paraphrase the following: 1 The object or body part encapsulated by the bubble slowly
withers and dies. If this is a metal object it will rust or
The other half of the ship is floating in space across a oxidate. If it is biological, like a hand, the flesh will rapidly
field of translucent galaxy-filled orbs. Behind it, feeding rot away, turning to dust and leaving only the skeleton. If
energy of the ship you see a hard blue glow in the shape of the organic matter belongs to a creature, that creature take
a sharks jaws. Bursts of purple energy flow in time with a 1d4 necrotic damage.
slurping motion from the jaws. With every sip, the back half 2 The object is frozen in time and space, it both exists and
of the ship is shaking. does not exist. The object is pulled along with the bubble as
it is frozen within it. To get out will require a DC 16 Strength
You would expect a ship torn in half to have left a more check.
violent scar. But the line across the ship is perfect. A knife
through butter. A storage panel along the wall appears to As the object or creature is pulled along, it has to make a
be the only thing disturbed by the tear. Its door are open, new DC 15 Dexterity saving throw to avoid hitting more
cut in two. Inside you see a few climbing harnesses falling orbs in the area. If the object or creature is caught in two
or more orbs that go in different directions, it will take 1d4
out on the floor.
bludgeoning damage and be let go from the orbs grip.
Investigating the harnesses the characters find that they 3 The object or body part turns into the best version of itself
have multiple parts to attach rope, but also a few extra that can be found in the multi-verse. If a part of a sword
attachment points along the shoulders that seem to have enters, this specific part will turn into a +3 sword with a
no function. magical effect of the DMs choosing. A hand will become
incredible strong, every muscle at its full potential.
On a DC 14 Intelligence (Investigation) or Intelligence
(Nature) check a player can see that these attachments 4 Nothing happens, but a slight tingling can be felt.
match the gripping tendrils of a Gadabout, a creature who
wraps themselves around you and lets you fly through When the character, creature or object leaves the orb the
Wildspace without a ship. effect ends.
Between the players and the back half of the ship is a Landing successfully on the other side takes them into
void with no air for 300ft. This gulf is filled with Time- a corridor where they can make their way towards the
orbs. Moving through the void without the aid of a engine room or the bridge.
Gadabout requires a creature to hold its breath while they
float over to the other side. At a 60ft dash leap this will
take 5 rounds (30 seconds).
The bridge
With no way to control themselves in the air a character This sleek, state of the art command center is raised a
will have to make a Acrobatics DC 18 to make it to the little higher giving it a view over the front half of the ship.
other side without hitting an orb. If they loose the check Arcane runes glow a dim blue at the control panels for
they encounter 2, if they loose by more than 10 they each officer on the ship. Now they are vacant, the bodies
encounter 4. of the officers thrown around the room, bloodied and
Moving through the field of Time-orbs with the help of beaten, but intact.
a Gadabout the characters need to make a Dexterity saving In the central Spelljammer helm sits apprentice
throw DC 12. If they fail they hit 1 orb. navigator Vinn Argo. He will be happy to see the
characters, but startled if they arrive unannounced.
Vinn Argo is in a bad state. His leg is broken and he is
at very low health. To heal him fully and mend his knee
will require 2 Potions of healing. If he is at full health he
will offer to help the characters with the Nospace artifact.
He has the stats of a commoner with a +2 to intelligence.

PART 3 | FINALE
9
On initiative 20 the glowing jaws pull energy from the
02 - The Artifact Chamber crystals. This will cause a rush of air and pull along any
There are two doors leading into the chamber. One on creature in the room. If a creature fails a DC 14 Dexterity
the middle deck and one on the lower deck. Both doors saving throw it will be pulled 10ft towards the jaws and
have the same type of damage. When the characters make start its turn falling its full movement towards it, unless it
their way towards the engine room read or paraphrase can find a way to stop itself.
the following: On initiative 10 the crystal releases a wave of energy
As you come down the hallway you see a set of double steel in a random direction. Choose one creature the energy
doors, evenly indented, almost pulled into the Nospace attacks. This creature will see the shape of someone they
artifacts chamber by a great force. Moving closer you can know lashing out at them from the energy. They need to
hear a slight hissing sound and feel a draft rush through do a DC 12 Wisdom saving throw or take 1d6 psychic
where the two doors meet. damage on a failed save.
The doors are damaged because of decompression inside
the chamber. There are many ways to get inside the doors,
Shutting the engine down
There are multiple ways to shut down the engine. Here are
here are some possible scenarios:
some possibilities:
• The door can be broken down with a DC 16 Strength
• Investigating the bolts reveal that they can be removed
check
with an appropriate tool (located in room U2). There are 4
• The door has 20 hit points and an AC of 12
bolts, each takes an action to remove.
• A crawlspace underneath the floor panels lead to an
• A DC 16 Wisdom (Perception) check reveals a crack in
unlocked maintenance hatch
the glass surrounding the crystal. Breaking it will release
the crystal. The glass has an AC of 10 and 25 HP.
Inside the chamber • A spell like Dispel Magic will shut the engine down.
When the players open the door a sudden rush of air will • With a DC 14 Intelligence (Arcana check) they can
pull them along. figure out that there is a sequence to stop the energy
Every creature within 30ft of the doors need to make a flowing into the crystal. Using 2 actions a character with
DC 14 Dexterity saving throw or start their turn flying out proficiency in arcana can disable the crystal, returning
of control into the room. the ship to Wildspace.
On the lower level there are pillars holding up the
second level walkway that they can grab on to. On the
middle level the railing of the walkway can be used to stop
their flight.
03 - Ending
This adventure has two potential end states:
When the characters rush into the room, read or
paraphrase the following:
The first thing that grabs your attention is the glowing
Death
purple crystal. It seems to move, shift and distort as you If the party is killed during the final encounter, read or
look. Short flashes of color and images from different paraphrase the following:
planes cross its shape. Around it, holding it in place, you
After the Timeskipper vanished during its maiden voyage
see a glass cylinder. It is bolted down to the floor by the
many attempts were made to find and retrieve the ship
glowing runes of an arcane control panel.
and any survivors. As more and more ships vanish in
their attempts, the inhabitants of Wildspace came to an
You also notice that where there should be a back wall to
agreement. Nospace was too unsafe to travel through,
the room, there is none. It is torn open. Beyond it warped
leaving only daring adventurer to explore and tame the
galaxies, stretched stars and many rows of glowing blue
teeth. Their movement quicker than their size should allow. unstable plane.
It is feeding of the crystal. Each gulp rushing along a stream
of purple energy and now, you as well.
Survival
Roll initiative. When the ship returns to Wildspace the tear along the
The goal of this encounter is to shut off or destroy the middle will be fixed in an instant. The ship can be flown by
crystal and return the ship to Wildspace. While the any creature capable of controlling a Spelljammer.
characters attempt this, two environmental challenges will As the players succeed, read or paraphrase the following:
hinder them. And maybe the monster if it has followed Time bends and shifts around you. The galaxies and stars
them this far. twist and snap back into their regular shapes. Looking out
through the open hole in the engine room wall you see a
familiar sight. Wildspace. You have returned to tell the tale
of the horrors of Nospace.

PART 3 | FINALE
10
Appendix A: Maps
Upper Deck

U2
To the tear

Intersection U1 U3

U4

Main Deck

M2
To the tear

Intersection M1

M2

Lower Deck

L3
L4
To the tear

Intersection L1

L4 L2

APPENDIX
11
The Bridge

Main Deck

Walkway
To the tear

Lower Deck
To the tear

Nospace Artifact

APPENDIX
12
Appendix B: Magic Items
Ring of X-Ray Vision
Ring, rare (requires attunement)
While wearing this ring, you can use an action to speak
its command word. When you do so, you can see into and
through solid matter for 1 minute. This vision has a radius
of 30 feet. To you, solid objects within that radius appear
transparent and don't prevent light from passing through
them. The vision can penetrate 1 foot of stone, 1 inch of
common metal, or up to 3 feet of wood or dirt. Thicker
substances block the vision, as does a thin sheet of lead.

Whenever you use the ring again before taking a long


rest, you must succeed on a DC 15 Constitution saving
throw or gain one level of exhaustion.

Wand of Emergency
Wand, rare
This wand holds one charge of Dispel Magic. It can be
used by any creature. When the charge is used, the wand
breaks apart.
Holding the Wand of Emergency, a character
will notice that a note is rolled around the handle.
The note reads:
This wand has one (1) charge of Dispel Magic.
EMERGENCY USE ONLY!

APPENDIX
13

You might also like