Just in! New release PDF netbook by Adam “Night Druid” Miller, HackJammer designer!
Tall Ships and a Star To Steer By
Featuring several spelljammer ships of his creation. Enjoy!
Just in! New release PDF netbook by Adam “Night Druid” Miller, HackJammer designer!
Tall Ships and a Star To Steer By
Featuring several spelljammer ships of his creation. Enjoy!
Check out the PDF for Steelspace at this link, and comment with your feedback, as this is a beta test!
Griim (ogre male): AL N; W5; hp 15; AC 10; #AT 1; DMG 2-9; SZ L; STR 17, INT 17
Notable Possessions: Bo staff, Lens of Speed Reading, Periapt of Wound Closure
Not long ago, Griim was a simple ogre sage and scribe of minor note in Steelspace. He was part of a minor order of scribes based out of a derelict mammoth near Corrukai. Griim was training in the fields of history (Steelspace) and Known Sphere cultures. He was part of a group of about two dozen scribes, serving under one Gistor the Gray, an elderly ogre magi. He was dislodged from his relatively comfortable life about four years ago.
The group was visited by Makamo the Glutton, an ogre bushi who came looking for answers to a burning question of his. Much research would be required, so Makamo was allowed to stay in the guest quarters while Gistor researched his books for the answers Makamo sought. Over the course of the next week, many of Gistor’s scribes and servants disappeared. Griim feared the worse, and his suspicions were realized when spied Makamo hunched over Gistor’s corpse, devouring it greedily. Griim and the remaining scribes fled to the cargo hold, where the Remembrance was being stored (Gistor had purchased it a few years ago as a curiosity). Fearful of Makamo’s wrath should he learn that Griim had escaped his grisly feast, Griim fled Steelspace and made his way to the Known Spheres.
Griim uses Change Self spells to disguise his true nature. He usually uses the disguise of a half-orc courier wizard to earn enough coin to survive. Despite his self-banishment from his homesphere of Steelspace, Griim is actually having a good time. He sees it all as a grand adventure, a chance to study up close all of the cultures, kingdoms, and races he’s read about in his master’s scrolls and books. He rather enjoys his freedom from his master’s harsh gaze.
Krosh (hobgoblin male): AL N; Scribe 2; hp 7; AC 10; #AT 1; DMG 1-8; SZ M; STR 10, DEX 14, INT 15
Notable Possessions: Bo staff, signet ring, writing equipment, potion of healing
As a young hobgoblin, Krosh was the runt of the family. Considered good for nothing, his clan sold him to Gistor, and Krosh became a simple scribe under his tutelage. Even as an adult, Krosh is very small for a hobgoblin, both shorter than normal at only 5’11” tall, and weaker than typical. He is quite the pacifist, preferring to sit and chat over herbal tea rather than resorting to violence. Much like Griim, he finds the Known Spheres fascinating, despite the inhabitants being uncouth, uncivilized barbarians. Krosh knows how to handle the wing-sails and his duties are to manage them.
Krosh appears much like a peasant in his mid-twenties from Wa, save that his skin color is a shade of light orange, fairly close to the color of a ripe apricot. Krosh wears sandals, a simple peasant tunic and breeches, and a broad straw hat that helps obscure his unusual skin coloration.
Sakka (hobgoblin female): AL N(C); Scribe 3; hp 8; AC 10; #AT 1; DMG 1-4; SZ M; INT 16, WIS 14, CHA 13
Notable Possessions: Dagger, writing equipment, Quill of Neverending Ink, Spectacles of Comprehending Languages
Bookish, quiet, shy, and “wall flower” all described Sakka, one of Gistor’s underling scribes. Getting away from Steelspace’s structured society has liberated Sakka. When the crew pulled into Bral for supplies and work, she walked the streets like a wide-eyed child, taking in the sights. It is perhaps a small miracle she did not get mugged, but it is likely her meager possessions did not attract any attention.
Sakka is short, 5’6” tall, and has dark orange skin and long, black hair. She is not unattractive, all things considered, but certainly no exotic beauty. She has traded in her drab peasant clothes for attire more commonly worn by the aperusa. Her favorite is a colorful dress, but she has more practical clothes as well. Sakka is near-sighted, which she corrects by wearing spectacles.
Sakka is much more aggressive than Krosh, and knows how to load and fire the catapult. It is actually something she takes pride in, since Krosh does not, and often teases him about it.
Brakkdor (bugbear male): AL LN; Bushi 3; hp 31; AC 5; #AT 3/2; DMG 6-11; SZ L; STR 18/22, CON 16
Notable Possessions: Shikomi-zue (double-bladed) +1, leather lamellar, Ring of Protection +1
Brakkdor is the crew’s ‘heavy’, the only one who is actually trained in combat. A bugbear from Korryl, he was hired on as part of Gistor’s security. When Makamo murdered Gistor, he first knocked Brakkdor unconscious in a swift, dishonorable blow from behind. As Griim and the others fled, they discovered the unconscious Brakkdor, and carried him to safety. When he awoke, Brakkdor was enraged, but even he realized how badly outmatched he was against the likes of Makamo, and sullenly accepted the self-imposed banishment the rest of the group agreed upon. Although he would dearly love to extract revenge on Makamo, he knows that ogre is far beyond his skills and does not allow thoughts of revenge to consume his every waking moment.
Since leaving Steelspace, Brakkdor is probably the most uncomfortable of the Remembrance’s crew to their new life in the Known Spheres. Everywhere he sees enemies, people that would do him and the people he protects harm. Of course, being a seven foot tall very hairy humanoid does not help matters, for most people treat him as a scary monster. Ironically, Brakkdor is surprisingly gentle for a bugbear, and Sakka has noted that he has a soft spot in his heart for children, regardless of race.
Brakkdor’s Shikomi-zue appears as an iron staff with a length of about six feet. With a simple twist of the handle, it can produce foot-long blades from either end of the shaft. This special weapon normally causes 1d6+1 points of damage, either bludgeoning (as a staff) or piercing (the spear tips). Brakkdor is specialized in its use. He also knows martial arts, so he is never completely disarmed.
Tarn Rabbittoe (kender male): AL NG; Handler 6; hp 28; AC 8; #AT 1; DMG 1-6; SZ S; DEX 16; CHA 12
Notable Possessions: Hoopak, lock picks
Tarn stands out with the rest of the crew, as he is neither a native of Steelspace, nor is he a humanoid. He is a kender, which in some peoples’ minds, make him by far the most dangerous member of the crew. This, in some ways, is a very true statement.
Tarn met up with the crew while they were docked at the Rock of Bral. He encountered Sakka while she was wandering the streets, and after some small talk, the two became fast friends. Both share a fascination with wildspace and the myriad of cultures of the Known Spheres. Tarn, of course, hails from Kendermore, and managed to stow away on an odd ship while it was docked in Balifor. He had been wandering the docks of wildspace for almost a decade before he met the crew of the Remembrance, and has become a guide of sorts to them. His knowledge of wildspace and its dangers has kept the crew out of the worst danger, although he still loves a little mischief every now and again to keep things interesting. He genuinely cares for the crew, and would never knowingly endanger them, although he is a bit scatter-brained and often oblivious to danger.
By Adam “Night Druid” Miller
Elven Stinger
Built By: Elves
Used Primarily By: Ogres
Tonnage: 7 tons
Hull Points: 7
Crew: 2/7 (5)
Maneuver Class: B
Landing-Land: Yes
Landing-Water: Yes
Armor Rating: 8
Saves As: Ceramic
Power Type: Splendid Sails
Ship’s Rating: 2
Standard Armament:
Light catapult (A; Crew 2)
Cargo: 3 tons
Keel Length: 100’
Beam Length: 20’
The Reverie (Common translation: Remembrance) is hardly what many people would consider a ‘ship’; it is more akin to a boat for a larger craft much like a flitter or a mosquito. It indeed looks like an enlarged flitter, big enough to carry multiple crewmen while not being large enough to be considered a true ship.
The Remembrance is an elven stinger, an ancient design from the earliest days of elven exploration. The stinger is rarely seen today, usually confined to elven-dominated spheres such as Darnannon. It is too lightly armed and armored for most captains’ tastes. Some stingers are used by couriers for long-distance message delivery between elven colonies and Armada, but little else.
The Remembrance looks like an oversized flitter, with a black body and wings, with cobalt-blue highlights. There is a single interior deck and a small top deck. There is only one weapon, a light catapult set to fire at pursuing ships. The Remembrance is not designed for battle, and would be easily defeated by anything more powerful than a dragonfly.
By Adam “Night Druid” Miller
If you would like to contribute to the Spelljammer Wiki, we would welcome your input! Here is the link: http://spelljammer.wikia.com/wiki/Spelljammer_Wiki. Please only include canon material, and site your sources. Items without sources cited will just be removed. Thanks for contributing to a great project!
Crew of the Wartusker
CAPTAIN – ‘Manmauler’ Olarf is an ogre chieftain with these characteristics: AC 4 (chain armor & shield); HD 7+1; hp ; #ATT 1; DMG 1d10+9; AL CE; EXP 1,400; STR 19, INT 6, CHA 5. Wears chain mail and carries a shield. Olarf is armed with a bastard sword +2. He wears a gold ring set with four small amethysts (500 gp) which is a Ring of Fire Resistance. He has a pouch with 25 pp, 33 gp, 75 sp, and 6 uncut topazes (value: 120 gp each). Olarf is the largest (and strongest!) ogre aboard the Wartusker, whose wide girth cannot be fully contained by his filthy red sash. Olarf is also quite stupid, boorish, and cruel. Ironically, he believes himself to be a great captain, a brilliant tactician, and the gods’ gift to women. Woe be any woman who falls into Olarf’s clutches; many have died due to his ‘affection’.
Ogre Mammoth
Built By: Ogres
Used By: Ogres
Tonnage: 90 tons
Hull Points: 90
Crew: 42 Ogres, 4 Ogre Magi, 6 Orogs, 4 Half-ogres, 60 Orcs
Maneuver Class: E
Landing-Land: Yes
Landing-Water: No
Armor Rating: 4
Saves As: Thick Wood
Power Type: Type III Minor Helm
Ship’s Rating:
Armament:
6 Heavy Ballista (2FS, 2FP, 2A)
2 Heavy Catapult (P, S)
1 Heavy Jettison (A)
Blunt Ram
Cargo Capacity: 36 tons
Keel: 135′
Beam: 45′
Built Primarily By: Humans?
Used Primarily By: Humans, mind flayers?
Cost: 25,000 gp
Tonnage: 25
Hull Points: 25
Crew: 6/25
Maneuverability Class: D
Air Worthiness: 50%
Sea Worthiness: 50%
Landing: Water only
Armor Rating: 6
Saves As: Thick Wood
Standard Armament:
1 medium ballista (F)
1 medium catapult (A)
Cargo: 13 tons
Keel: 50’
Beam: 25’