Adventure - Spelljammer - Wildspace (lvl 6-8).pdf

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Offici; aMe AC iture
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by Allen Varney
TABLE OF CONTENTS
Introduction. ............................ .2
Chapter 1: Ladder to the Sky. ............... .4
Chapter 2: Spacefarers ..................... 9
Chapter 3: Rendezvous With Ravager ......... 13
Chapter 4: The Biggest Dungeon.. ........... 18
Room 1:The Central Chamber. ........... .20
Room 2: A Charmed Life ................ .21
Room 3: Of All Wild Beasts .............. .24
Room 4: Pleasant Dreams ............... .26
Room 5: Ricochets. .................... .28
Room 6: The Grind Canyon .............. .30
Room 7: Emptier Than Empty. ........... .33
Room 8: Village of the Dammed .......... .34
Room 9: Shell Game ................... .37
Room 10: The Gnarled, Bad Caverns. ...... .40
Room 11: Dead Air. .................... .42
Room 12: Ritual Gone Wrong. ............ .45
Chapter 5: The Behemoth Awakens. ......... .47
Chapter 6: Mice Against a Mountain .......... 51
Appendix
Non-PlayerCharacters. .................... 58
New Spelljamming Ships. ................. .60
NewMagic .............................. 60
New Monster: Beholder Mage .............. .62
New Monster: Sentinel. ................... .63
New Monster: Silver Slime. ................. 64
Room 1 Mural Descriptions. ........ inside covers
Monster Summary Table ........ outside gatefold
CREDITS
Design: Allen Varney
Editing: Anne Brown
Cover Art: Brom
Interior Art: John Statema
Cartography: Diesel.
Graphic Design: Stephanie Tabat
Typography: Gaye O'Keefe, Angelika Lokotz
Keylining: StephanieTabat, Roy Parker
Special Thanks: Aaron Allston, Stephen Beeman, Mike Nystul, Warren
Spector, and Rick Swan
1990 TSR, Inc. All Rights Reserved. Printed in U.S.A.
ADVANCED DUNGEONS & DRAGONS, ADGD, SPELLJAMMER, PRODUCTS OF YOUR
IMAGINATION, and the TSR logo are trademarks owned by TSR, Inc.
Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random
House of Canada,Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the
United Kingdom by TSR Ltd.
This material is protected under the copyright laws of the United States of America. Any reproduction
or other unauthorized use of the material or artwork contained herein is prohibited without the express
written permission of TSR, Inc.
TSR, Inc.
POB 756
Lake Geneva,
WI 53147 USA
9273
TSR, lnc.
PRODUCTS OF YOUR IMAGINATION'"
TSR Ltd.
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Cambridge CB1 3LB
United Kingdom
ISBN 0-88038-819-6
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“While far into the vast unknown
the strong wing’d Eagles bend/
Their venturous flight in Human
forms distinct; thro’ darkness
deep/
They bear the woven draperies; on
golden hooks they hang abroad/
The universal curtains & spread
out from Sun to Sun/
The vehicles of light. . . .”
-William Blake, The Four Zoas
“Vala: Night the Second,”
lines 150-154 (1797)
ship and a base of operations. They
may choose to remain in space for fur-
ther adventures.
the DM will be ready for anything the
players might do.
Staging Advice: From time to time,
the adventure offers notes on how to
stage a scene; that is, how to pace it,
create an appropriate mood, and pro-
duce certain dramatic effects. The DM
can use this advice to create a vivid,
memorable adventure for the players.
About 2nd Edition ADGD
game rules
This adventure is written using the
terminology and rules of the 2nd Edi-
tion ADGD game. Those who use the
original gamematerials can still play it
easily.
Some noticeable differences are
name changes. The term “magic-user”
has been replaced by “wizard” or
“mage.” The “cleric”character class is
now the “priest” class, though mem-
bers of that class are often still called
clerics.
Monsters are presented in a new for-
mat. The monster descriptions in this
adventure’s appendix use the format of
the Monstrous Compendium series.
The information has been expanded
and reorganized, but nothing from the
original Monster Manual format is
omitted. The pages of new monsters
can be photocopied and inserted in the
Monstrous Compendium binder.
Ability checks: Occasionally, this
adventure calls for PCs to make an
ability check. Roll ld20 and compare
the result with the character’s appro-
priate ability (Strength,Dexterity, etc.).
If the roll is equal to or less than the
ability score, the action succeeds. If
the roll is greater than the ability score,
the action fails.
STORY BACKGROUND
This adventure centers on thespace-
borne race of beholders. Many sub-
species of beholders exist, all with the
same monstrous features and powers,
but varying in skin color and texture,
configuration of eyes, and so on. The
assumption is that beholders in differ-
ent environments evolve through very
rapid genetic deviation and drift.
As described in the SPELLJAMMER
boxed set, these differences produce
deep racism among beholders. Gener-
ally, beholders hold few ideals higher
than destroying each other. The sub-
species organize into “nations” that
wage cold war on one another.
Most beholder nations number only
20 to 40 individuals, the complement
of one or two Tyrant Ships. But about
1,200 years ago, in a distant crystal
sphere far acrossthephlogiston, differ-
ent natural laws allowed the beholder
nations there to grow to enormous
size, over ten thousand strong. These
nations were more racist than any
other nation.
DM NOTES
It’s waiting out there. To those below,
trapped in the ring of the horizon, it
promises only vast black emptiness.
But it waits, and in time they arrive.
The brave and foolhardy, the lucky and
unfortunate, all these visitors discover
its secret.
The void is not empty. Life teems in
its reaches; armadas navigate its
depths. Million-mile vistas of eerie
beauty lie unseen by human eyes. Trea-
suresthat dwarf worlds hide in distant
gulfs. Only the strongest and bravest
can traverse the immense distances
that guard these treasures. For the,
strong and the brave . . . Wildspace
waits.
About This Module
Wildspace is the first AD&D@game
adventure for the SPELLJAMMER”
campaign setting. The SPELL-
JAMMER boxed campaign set is nec-
essary to play.
This adventure is designed to fit any
existing ground-based campaign,
launching the player characters (PCs)
into the vast realms beyond their
world. A DM can also use it to start a
new space campaign. The adventure
works best for four to six characters of
levels 6-8.
This entire adventure is for the DM’s
eyes only. Players should NOT read
any further!
Wildspace works with any campaign
world. No adjustment is necessary. The
characters leave their world in the first
sceneand don’t return until the last. . .
if they ever do! At story’s end the PCs
might have their own spelljamming
Adventure Layout
This adventure is presented in chap-
ters. Each chapter includes events
which happen regardless of the PCs’ lo-
cations and actions. Some chapters
also include encounters keyed to a
given location or action. Only if the
PCs enter that location or perform that
action does the encounter takes place.
Any text that appears in a box is
meant to be read aloud (or summa-
rized) for the players. All other infor-
mation is for the DM. Reveal it only in
response to PC actions.
The chapters describe the intended
flow of the story. PCs have great free-
dom to deviate from the intended
course. Therefore, read the entire
module before play begins. That way,
The Sazaur
One such nation, the Sazaur, made
great headway in its wars. Led by a
Hive Mother (or Queen) of astounding
power, the Sazaur virtually extermi-
nated other beholder nations from
their sphere. However, when the Queen
died in battle, the Sazaur nation’s for-
tunes went into eclipse.
The Sazaur ruling caste resolved to
regain their supremacy. But how?
Their dramatic solution: They would
attempt to create an artifact. Using the
eyes of the deceased Queen as their
template relics, the Sazaur focused
their entire nation’s resources and en-
listed the mysterious Arcane in a task
that would tax a god.
Over the next two centuries, the Sa-
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zaur hollowed out an asteroid to create
a huge “incubator” called the Hive.
Since the creation process called for
the lives of a billion creatures, the Sa-
zaur also made their asteroid Hive a
shelter for a weapon of wholesale
slaughter: the Ravager.
The Sazaur never got to create their
artifact, but they managed to use their
ultimate weapon-once. In a massive
ritual, they first animated the Ravager.
The weapon immediately began its
course of destruction by engulfing and
destroying the entire Sazaur nation.
Some speculate that the Arcane ar-
ranged this fate, for fear that the Sa-
zaur would grow too powerful to
remain trustworthy customers.
Without its controlling beholders,
the Hive drifted through space on a
random course. It passed from the Sa-
zaur’s crystal sphereand was soon lost
in the phlogiston.
on. It has now reached the home
sphere of the player characters.
aboard his ship, or he can recruit them
from their groundling home to serve as
crew. On the mission to the Hive, the
PCs learn about fantasy space and
spelljamming. In an encounter with a
beholder scout ship, they learn about
spelljammer cofnbat.
The PCs eventually learn of their
captain’s strange nature. Probably
they gain control of the Skyrunner
themselves.
In any case, they eventually encgun-
ter, enter, and explore the Hive aste-
roid. This part of the adventure works
as a traditional dungeon adventure:
but in this case, the dungeon rooms
measure two miles on a side! The PCs
literally sail their ship through the stu-
pendous chambers of the Hive.
Shazogrox/Tobart
One beholder mage, a monstrous
wizard, has deduced the Hive’s current
course. The beholder mage, named
Shazogrox, now hopes to bring the
monstrous killing machine under his
control. The key to success: the
Queen’s Eyes. The relics have slowly
grown in power over the centuries,
strengthened by the Ravager’s kills.
They do not yet form a true artifact,but
they come very close.
The Queen’s Eyes bestow titanic
power; but until they achieve true arti-
fact status, they remain fragile and can
be destroyed.
By controlling the Ravager, the am-
bitious Shazogrox hopes to slaughter
all rival beholders in this sphere.
The beholder mage is motivated by
revenge. He was outcast from his na-
tion due to (for lack of a better term)
his political beliefs. Now polyrnorphed
into human form, Shazogrox journeys
across space in the guise of a spelljam-
ming privateer named Jon Tobart.
TobartlShazogrox, as evil as any be-
holder, plots revenge for his exile. He
has planned an audacious scheme to
sneak aboard the Ravager, take the
Queen’s Eyes, and command the Rav-
ager himself. Then he will wipe out be-
holders everywhere, and perhaps
declare himself emperor for good mea-
sure. The slaughter may endow the
Eyes with enough spiritual energy to
give it true artifact status, some two
centuries ahead of schedule!
But to invade the Hive, Tobart needs
help. And that is where the player char-
acters enter the picture.
Against the Ravager
Unbeknownst to the PCs, Jon Tobart
has re-activated the Ravager. When
they find out, the PCs must follow th,e
Ravager and stop it before it annihi-
lates their homeworld!
The Ravager is a gigantic armored
construct shaped like a beholder. Jon
Tobart is inside it, guiding its path. The
PCs can fight the Ravager ship-to-ship
in their spelljammer, or they can infil-
trate the huge weapon’s interior. Inside
the Ravager, the PCs must confront
Jon Tobart, who is armed with the pow-
erful Queen’s Eyes, and find ways to
destroy the beholder, the Ravager, and
the artifact. (Then they have to get out
before the Ravager collapses!)
If they survive this great final battle,
the PCs can attempt to use the Queen’s
Eyes (if the Eyes survive) to stop the
Hive in its course. If they succeed, they
have a ship, a base, and a whole new
kind of fantasy adventure in space.
tims. .
The Hive could not move indepen-
dently. It simply drifted on a slow,
straight course, passing through crys-
tal sphere walls by the powerful magic
of the Queen’s Eye relic. But the
weapon contained in the asteroid, the
Ravager, could move freely. It swept
down on dozens of worlds, leaving to-
tal destruction behind. Meanwhile,
whole armadas perished against the
Hive’s defenses.
The legend grew, especially among
the beholder nations. Each realized
that if it could control the Ravager, it
would achieve supremacy. The weap-
on’s position provoked constant and
intense speculation.
In the last recorded incident, the
Hive took extensive damage from rival
fleets of beholder Tyrant Ships. Any of
the fleets could have finally defeated
the Hive, but with victory in sight, they
turned on each other and destroyed
themselves.
Though breached, the Hive drifted
ADVENTURE
SUMMARY
Jon Tobart, the disguised beholder
mage, captains a polyrnorphed crew
who were once animals, on his spell-
jammer ship called the Skyrunner. To-
bart needs this crew, aswell asthe PCs,
to take him to the Hive. Once there, he
needs them to provide a diversion and,
if necessary, combat support.
Tobart stops at the PCs’ home city
for supplies. The PCs can stow away
The Ravager
The weapon was sighted at sporadic
intervals over the next millennium in
many different crystal spheres. Wher-
ever it was seen, disaster followed. The
Ravager evidently could operate auto-
matically and showed no preference
for killing beholders over other vic-
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In this chapter, a spelljamming ship,
the Skyrunner, recruits the PCs for a
mission. The PCs learn about fantasy
space travel, meet the crew of the ship,
and make a few surprising discoveries
about its captain. The mission remains
mysterious.
The captain of the ship, the poly-
morphed beholder mage calling him-
self Jon Tobart, has learned that many
of the Hive’s defenses are specifically
designed to defend against beholders.
This made Tobart’s few beholder allies
nearly useless. Knowing that he will
need crew members of races other
than his own, he searches for adventur-
ers whom he can dupe into aiding his
attempt to seize control of the Ravager.
turn comes, the action continues. Read
this aloud:
eral strands of smaller cord about one-
quarter-inchthick. Closer examination
reveals small metallic threads running
through the rope.
A detect magic spell reveals strong
magic on the rope and on the large
knot used to tie it td the anchor.
Suddenly the object hits the ground
about 50 feet away with a tremen-
dous thooom!
Broken wood and shards of pot-
tery fly into the crowd. People
scream and run away.
The collision kicks up a big cloud
of dust. When it settles, you see that
a merchant’s cart has been totally
demolished by a huge ship’s anchor.
The anchor seems to be made of
iron. It must weigh at least a ton.
A thick, gray rope stretches from
the anchor straight up into the air as
far as you can see. You can’t see any-
thing else overhead.
What do you do?
Likely Actions
Untying the rope: A wizard lock has
been cast on the knot, making it very
difficult to untie.
Untying the knot without damaging
the rope is possible but difficult, re-
quiring a Dexterity check with a pen-
alty of -5. Each attempt takes one
turn. Characterswith the Rope Use pro-
ficiency may make an unmodified roll
in half the time.
If the characters get the rope loose, it
swings back and forth overhead, drop-
ping low enough on every third or
fourth pass to knock the wind out of
some innocent bystander or do inci-
dental property damage.
Remember that this is a very long,
three-inch-thick rope whipping
around; there is a lot of force behind it!
So much, in fact, that a character who
tries to grab hold is swept right up into
the air. It takes another anchor or
something the size of a fully-loaded
cart to pin it down again. Most likely it
dangles loose until the Skyrunner’s
sailors come to fix it (see Event 3).
Cutting the rope: Although thin, the
rope has the strength of hardwood.
What’s worse, the rope sways when
struck, making it difficult to cut. For
these reasons, the rope can take 30 hit
points of damage before breaking.
Cutting the rope destroys the en-
chantment and causes it to start
shrinking back to its normal size. If the
PCs try to grab on as it zips skyward,
they must make Dexterity checks. Any
who succeed are pulled into the heav-
ens with a wrenching force and dizzy-
ing speed. Roll as you would for an
attempt to climb the rope (see below)
with a -3 penalty for complete lack of
preparation. If the PC fails either of
these rolls, calculate distance and
damage as outlined below.
If the PCs cut the rope, Tobart and
his crew still come down as described
in Event 4 below, on a duplicate infinite
rope, held safely out of the PCs’ reach.
EVENT 1: A PIN
DROPS
The adventure begins in a crowded,
open area in any village or city. A mar-
ketplace or bazaar works well.
The PCs have just completed an-
other adventure. Now they wander the
town, perhaps buying supplies or look-
ing for work.
Start the adventure by reading the
following aloud:
1
They examine the rope and anchor,
of course. These are from the spelljam-
mipg ship Skyrunner, now floating at
anchor several miles overhead.
The subsections that follow outline
the PCs’ likely actions and possible
outcomes. When the PCs are finished
looking at the rope and anchor, move
on to Event 2.
The anchor: The Skyrunner’s mas-
sive anchor is shaped like its
earthbound counterparts. It is roughly
ten feet long, measures eight feet
across its two huge, curved spikes, and
weighs about two tons. On a cross-
piece atop the anchor, the rope is tied
with a complex knot.
The anchor is cast of an iron alloy
with tiny flecks of a silvery metal. Any
character who examines it gets an In-
telligence check. Characters with the
Sailor or Shipwright proficiencies or
secondary skill make this roll with a
+2 bonus. Those who succeed notice
that the anchor shows no signs of cor-
rosion nor any evidence that it has
been employed at sea.
The rope: The rope is a new magical
item called an infinite rope (see the
“New Magical Items” appendix for de-
tails). Normally, the rope is stretched
by playing it out in coils. In this case, it
was simply knotted to ananchor. When
the anchor was thrown overboard, the
rope stretched to the necessary length.
The rope is about three inches thick;
surprisingly thin, considering the
weight of the anchor. It is woven of sev-
You hear a digtant whistle. It starts
low, but very quickly becomes
higher-pitched and louder. It’s com-
ing from overhead.
You look up and see something far
above, a dark speck that quickly
grows bigger. Something large is
falling out of the sky, straight toward
this area!
People around you also see this. A
few panic and scatter. But most of
them just stand, staring upward as
the object hurtles down.
The PCs have only moments (one
round) to act. They should rescue
NPCs, restrain panicking animals, and
otherwise act like heroes.
When does the object actually hit?
Have the players roll for individual ini-
tiative. Determine when the object falls
by making an unmodified initiative
roll. “Count down” to impact by calling
out the initiative order and letting the
PCs act in their turn. Play up the ten-
sion of the scene. When the object’s
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