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Beyond the Moons http://spelljammer.org/ i R’PLEETA: DAMNABLE ASTEROID R’PLEETA: DAMNABLE ASTEROID An adventure for 4-8 characters An adventure for 4-8 characters of 3 of 3 rd rd -5 -5 th th levels. levels. Credits Credits by Ronnie Kowalski layout and graphic design by Static last updated January 15, 2004

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Page 1: R'Pleeta: Damnable Asteroid -  · PDF fileBeyond the Moons   i RR’P’PLLEETAEETA:: D DAAMNABLEMNABLE AASSTEROIDTEROID AAn adventure for 4-8 charactersn adventure for 4-8

Beyond the Moons http://spelljammer.org/

i

R’PLEETA: DAMNABLE ASTEROIDR’PLEETA: DAMNABLE ASTEROIDAn adventure for 4-8 charactersAn adventure for 4-8 characters

of 3of 3rdrd-5-5thth levels. levels.

CreditsCreditsby Ronnie Kowalski

layout and graphic design by Staticlast updated January 15, 2004

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Table of ContentsTable of ContentsIntroduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1

Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1Chapter 1: Rock of Bral (The Gathering) . . . . . . . . . . . . . . .2

1a: Captain of the Far Traveler . . . . . . . . . . . . . . . . . . . . . .21b: Pirate Hunting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31c: Pirate Bands . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31d: Scouting Mission . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .41e: Gathering the Crew . . . . . . . . . . . . . . . . . . . . . . . . . . . .4

Chapter 2: Wildspace of Greyspace . . . . . . . . . . . . . . . . . . . .62a: Patriarch Point . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62b: The Mana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72c: Man-o-War (Greyspace) . . . . . . . . . . . . . . . . . . . . . . . .7

Chapter 3: The Phlogiston . . . . . . . . . . . . . . . . . . . . . . . . . . . .83a: Extra Flare: U. P. O. Unidentifi ed Phlogiston Object . .83b: Pyroserpent Nesting . . . . . . . . . . . . . . . . . . . . . . . . . . . .83c: Crystal Sphere of Spiralspace . . . . . . . . . . . . . . . . . . . .9

Chapter 4: Wildspace of Spiral . . . . . . . . . . . . . . . . . . . . . . .104a: SPF Protector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .104b: The Gods Marbles . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114c: The Loki’s Own . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11

Chapter 5: R’Pleeta . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125a: Crash Landing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .125b: Look Around (Overview of R’Pleeta) . . . . . . . . . . . . .125c: Omniscient Wreckage . . . . . . . . . . . . . . . . . . . . . . . . .135d: Tel’Sy (The Savage or The Lost) . . . . . . . . . . . . . . . . .135e: Ogre Hunting Party . . . . . . . . . . . . . . . . . . . . . . . . . . .145f: Sorontar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .145g: Traveling to Aefer-Baer . . . . . . . . . . . . . . . . . . . . . . . .155h: Defending Aefer-Baer . . . . . . . . . . . . . . . . . . . . . . . . .16

Chapter 6: Aefer-Baer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176a: Aefer-Baer (Safe-Dwelling) . . . . . . . . . . . . . . . . . . . . .176b: Minstrel Remains . . . . . . . . . . . . . . . . . . . . . . . . . . . . .186c: Stories of R’Pleeta . . . . . . . . . . . . . . . . . . . . . . . . . . . .186d: Evening Festival . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206e: Night Messenger . . . . . . . . . . . . . . . . . . . . . . . . . . . . .206f: Tel’Sy Ambushed . . . . . . . . . . . . . . . . . . . . . . . . . . . . .21

Chapter7: Aefer-Baer Assault . . . . . . . . . . . . . . . . . . . . . . . .227a: Attack Begins . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .227b: Siege Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .227c: Infantry Units . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22

Chapter 8: Min Vyusher (White Wolf) . . . . . . . . . . . . . . . . .238a: Surface Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .238b: Lower Level I . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .238c: Lower Level II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .238d: Temple of Nerull . . . . . . . . . . . . . . . . . . . . . . . . . . . . .248e: Escaping R’Pleeta . . . . . . . . . . . . . . . . . . . . . . . . . . . .24

Appendix I: Infantry Units . . . . . . . . . . . . . . . . . . . . . . . . . .25Appendix II: Crew Announcement Notice . . . . . . . . . . . . . .26Appendix III: Dugak Ultimatum . . . . . . . . . . . . . . . . . . . . . .27Appendix IV: Log of the Omniscient . . . . . . . . . . . . . . . . . . .28Appendix V: Scro of the Omniscient . . . . . . . . . . . . . . . . . . .29Appendix VI: The Far Traveler . . . . . . . . . . . . . . . . . . . . . . .30Appendix VII: The Loki’s Own . . . . . . . . . . . . . . . . . . . . . . .31Appendix VIII: R’Pleeta NPC’s . . . . . . . . . . . . . . . . . . . . . .32

Crew of the Far Traveler . . . . . . . . . . . . . . . . . . . . . . . . . .32Pirates of the Loki’s Own . . . . . . . . . . . . . . . . . . . . . . . . . .32Elves of Aefer-Baer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .34Scro of the Omniscient . . . . . . . . . . . . . . . . . . . . . . . . . . . .36Goblin-kin of R’Pleeta . . . . . . . . . . . . . . . . . . . . . . . . . . . .37Miscellaneous Creatures. . . . . . . . . . . . . . . . . . . . . . . . . . .37

Appendix IX: NPC Spellbooks . . . . . . . . . . . . . . . . . . . . . . .39Z’Lor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Tiz-K’Mur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Fae Ariel Starblade . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Lieutenant Dugak . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Bosun Grummar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39Ogre Magi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .39

Appendix X: Herbs of R’Pleeta . . . . . . . . . . . . . . . . . . . . . . .40Appendix XI: New Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . .42

Genie Stones . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .42The Diamond of Elandar . . . . . . . . . . . . . . . . . . . . . . . . . .43

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INTRODUCTION INTRODUCTION First of all, my SJ campaign is not based in one sphere, or at least, has not been centered in one sphere. In the Rock of Bral, it suggests to place it in an asteroid fi eld, one of it’s specifi c suggestions is in the grinder of Greyspace. So, since then, there is where it resided. However, I’ve been impressed with what people have been writing about Brallspace, aka Spiralspace. So, part of this adventure deals with transporting the Rock to Spiralspace. In the beginning of the UWII, the elves were caught well off guard. If they were expecting confl ict at all, they surely were not expecting the well-organized tactics of the Scro. So, when hostilities started, it was in the periphery spheres. This caused the elves to reorganize their forces and send more troops to the ‘front lines’. One of the concessions that the IEN had to make was to move the bulk of their forces out of one sphere. But which one… Enter Prince Andru. Having heard of the elves dilemma, by way of spies and such, offers a bold plan for “mutual security and gain.” He offers that the Rock of Bral would take over defense and law enforcement of the elven sphere of Spiral. In this proposal, Spiral and any other elf controlled world would remain theirs. Also, The IEN would have unlimited access to the space lanes and immunity to taxation and such. The elves didn’t like letting the humans do the jobs of elves, but the IEN didn’t exactly get along with Spiral anyway. And, this deal would solve much of their force placement problem. So reluctantly, the IEN agreed to Prince Andru’s bargain. So, Andru’s Fireball Alliance and some powerful IEN mages devised a plan to transport the Rock to Spiral via some powerful magic. The details of which are of the most closely guarded secrets. The Rock of Bral will reside within the God’s marbles, a sizable asteroid fi eld within Spiralspace. Although most of the God’s Marbles are mapped, only a small percentage of the asteroid fi eld has been surveyed for fl ora, fauna, and breathable atmosphere. So, a scouting mission has to be deployed to determine where these important elements of life are supported. Bral’s own navy would usually carry out this important assignment, but the entire fl eet is thinly spread out between both spheres, providing security. Consequently, the scouting mission must be given to some private ship that can be trusted. So, knowledge of this assignment is limited to those close to the noble houses of Bral. (Option 1 for getting the party to Spiralspace.) But, with the chaos of this transition, the space lanes are a haven for piracy. In particular, three pirate groups are currently active. As above, the Brallian Navy is busy providing security in both spheres, so they cannot go pirate hunting at this time. As a result, inquiring private ship captains can obtain Letters of Marque easily from the Rock’s crown to legally hunt pirates. (Option 2 for getting the party to Spiralspace.) Also, as Bral’s forces arrive in Spiralspace, the IEN presence diminishes. The inhabited worlds of Spiralspace are left to fend

for themselves in this transitional time. In particular, Spiral’s own Protection Force (SPF) is it’s primary form of protection. The Scro High Command has gotten wind of this plan of reorganization and planed it’s invasion of Spiral accordingly. So, at the time of this module the Scro Tarantula fl eet has secretly conquered Sprial and assumed control of the Crown of Correllion. As stated later on, the Scro have sent ships out to patrol for vessels either going to or from (escaping) Spiral, in a further attempt to keep their conquest a secret. This adventure is designed for 4-8 characters of 3rd-5th levels of experience.

Thanks Thanks Thanks to Static for putting this on his site and to all the great ideas that I borrowed from on the Spelljammer mailing list, there’s too many to mention. So thanks.

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1a: Captain of the 1a: Captain of the Far Traveler Far Traveler

The adventure was written for one of the PC’s to inherit a ship and to become it’s captain. If you decide to go this route, choose a PC to read the following to.

Your belly feels a little more settled this afternoon. Too much drink last night made it do cartwheels until early this morning. As you crawl out of bed you try to avoid a few empty wine bottles. You still can not believe your uncle Joster wants you, of all people, to have his ship. Sure, you are his favorite nephew but his ship is his pride and joy. It must have been a mistake, you think out loud. We were drunk last night. Yeah, I bet he’ll not even remember our conversation. Early last night, he came over, as he always did whenever he was in port. This time armed with a dozen bottles of wine he acquired on some far off world. He exclaimed he wanted to celebrate something, but would not say what at fi rst. However, as the wine fl owed, so did his reason for excitement. “I’m getting married, laddie!” Your mouth almost hit the fl oor. “She’s a fi ne miss. But, she dinna like the ship life. So, I’ve decided to retire and settle down here on Bral.” Then, his face became very serious, “I want you to have my Traveler. I need to know someone will look after her like I would.” You agreed and promptly passed out. As you awake, you fi nd your uncle had left some time ago. A little while later, Joster returns, apparently dealing with the after effects of alcohol far better than you are. He asks if you remember about agreeing to take his ship. As you agree, he says, “Grand. I’ve already legally transferred the offi cial ownership of the Traveler to you. I also renewed the ship’s Letter of Marquee with the Brallian government, just to keep ye out of trouble, laddie. “Also, there are two voyages Bral here is willing to sponsor. One is pirate huntin and the other is some kind of long-range scoutin mission. You go talk to Lady Diana’s assistant for the details of the missions.” Lady Diana is a minor noble of Bral whose life your Uncle Joster once saved in wildspace. She has been a generous benefactor to your family ever since. Not to mention a great source of information about Bral’s crown affairs.

• Lady Diana’s assistant will tell the new captain PC about both the pirate hunting and scouting missions below. (see 1b & 1c)

1b: Pirate Hunting 1b: Pirate Hunting The crown of Bral has decreed that privateers are needed. Most of Bral’s navy is spread very thin to secure it’s up coming travel to Spiralspace. So, privateers are needed to perform pirate-hunting duties within any of Bral’s domains. According to the Letter of Marque bestowed upon the Far Traveler, a ship so equipped may hunt and engage in combat with pirates and enemies of the Brallian government freely. The crown asks only that the ship’s captain keep an accurate record of events and that 15% of any booty salvaged be handed over as tax to said crown. Although, the tax may seem extreme, some perks are extended to a ship with a Letter of Marque when in town. Some of which are as follows:

1. These ships are placed ahead of other ships in the repair docks.

2. Ship supplies are at 3/4 current costs. 3. Supplies for such a ship are discounted by 20%.

1c: Pirate Bands 1c: Pirate Bands Within Greyspace, three pirate bands are known to operate. The Far Traveler may decide which pirates to pursue. Of course, some sort of proof must be presented to a crown offi cial to claim bounty.

The Black Company The Black Company The Black Company has been reported near Raenei. The Black Company is very strong, with at least a half dozen ships. They have been know to use an Ogre Mammoth as a command ship. The bounty on their captain Virth Blackhand is 1,000,000 gold. They are known to be merciful to merchants, but give no quarter to military or pirate hunter ships, so beware. Raenei is a densely populated moon of Oerth. Sailing to the moon will take a day and a half from The Rock.

CHAPTER 1: ROCK OF BRAL (THE GATHERING) CHAPTER 1: ROCK OF BRAL (THE GATHERING)

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Chapter 1: Rock of Bral (The Gathering)

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The Black Company should appear too powerful to tackle and be left alone.

Therros the Grey Therros the Grey Therros the Grey and his band of pirates onboard their squidship, Loki’s Own, has been reported within the grinder near the settlement of Patriarch Point. Yesterday, they attacked a merchantman ship en route from Bral to Patriarch point to do business. (See Patriarch Point Below.) Patriarch Point is about 2 days away through the Grinder. The bounty on Captain Therros the Grey is 200,000 gold. Just this day, it was reported that the Loki’s Own has plundered a supply vessel near it’s destination, Patriarch Point. If you decide to hunt this ship, there might be good place to start.

This pirate band should seem the most surmountable of the three.

The Insidious The Insidious The Insidious, a hammership used by a pirate band of gith. They were reported out near the Spectre, a disc shaped world nearest the crystal sphere. Travel to the Spectre from the Grinder would take about a month + ten (40 days). A week ago, they were spotted and were attacked by a Brallian Navy ship, but it escaped. Normally, the Bral Navy ship would track down the Insidious, it but was on some special mission and could not spare any more time. The Navy is now spread too thin and cannot attempt to track it now. The bounty for their captain, Thed-yanna is 300,000 gold.

Any references or leads to the whereabouts of these pirates should be mistaken. In reality, It should be the Loki’s Own and not the Insidious that they track.

1d: Scouting Mission 1d: Scouting Mission The Phlo-travel time below should be used for the scouting mission only. Otherwise, the trip through the Phlo will take 25 days.

The Brallian Navy has given you the location of a particularly fast moving fl ow river to Spiralspace. Using this river, the trip through the fl ow to Spiral should take 10 days. You are to scout possible colonization asteroids. Characteristics you are asked to note are sizes, presence of fl ora, fauna, water, and breathable atmosphere. Note that through each of the space rock fi elds your ship must travel at tactical speed due to the nearby gravity of the larger asteroids. The crown is willing to pay 50,000 gold for a complete and accurate investigation of the asteroid belt known as the God’s Marbles. It is the outermost ring of asteroid fi elds. Travel from Spiral’s crystal sphere to the God’s Marbles will take from seven to 20 days, this is a small sphere. An entire search of the asteroid fi elds could take a month or more depending on the amount of fl ora, fauna, water, and breathable atmosphere found.

1e: Gathering the Crew 1e: Gathering the Crew This section was written to more of a story than role played out, except the false inn part. It’s just a little generic story to lead the other PC’s to the plot. But, exclude or modify the following as you like.

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You are in the Low City, which is very near the ship docks. From here you can see almost the entire ship docks and the fl otilla of larger ships holding station further out. The hustle and bustle of the people of Bral never ceases to amaze you. Beings of all description, from the farthest reaches of space hurriedly travel the winding streets of this asteroid metropolis. Consequently, most of the people you see scurrying around are decidly ship’s crew types. The shopkeeper, whose notice you inquired about, said the Rampant Lion Inn is just behind the Lesser Market. As you travel the warren streets, low and behold you come across a spacious area that must be none other than the Low City’s Lesser Market. This minor market is nothing of the kind. Literally, hundreds, if not thousands of small shops and stalls make up the architecture of the Lesser Market. Buzzing around the market place are hundreds of patrons, operators, and onlookers of all descriptions. Making your way through the market area is a slow process. Finally, you see the alley the shopkeeper told you the Inn would be on. A wooden sign propped against the wall near a door reads: “Rampant Lion Inn, all are welcome.” The room you have just entered appears to be an unremarkable inn’s lobby. The room is 10’ x 15’ and contains a halfl ing attendant behind a short desk on the left and a closed door to the right. When you ask the attendant about the notice he implies that he needs a tip. When he is paid, he will smile and say he’ll be right back with the captain and walks through the door to the right.

• But this door really leads outside to another part of the alley and this lobby is a mock-up. Welcome to Bral. The real inn is down the alley a little farther.

This seems to be a scam and you the mark. However, down the alley a small white a sign hangs from an iron pole jutting out from a wall on the right. As you go closer, it reads: ‘The Rampant Lion Inn’. This seems to be the real inn you seek. A portly human hostler watches you as you walk in and says, “Hello, friends. My name is Warris and how can I help you tonight?” As you inquire about the author of the notice, Warris directs you to a round table behind him where a fi gure sits. (Add captain PC’s description here).

• Presumably, the PC’s will come to some arrangement about payment and such. Then, they are to check-in with Harm, the Far Traveler’s quartermaster. Then, they are free for the rest of the night, but the ship will depart early the next morning.

You arrive at your new friend’s ship; a Tradesman class vessel named the Far Traveler. The Goldfi sh shaped ship’s crew is loading supplies and cargo into it’s hold. A small, long, red haired person with a large nose can be seen giving orders to the crew about where to put all the cargo coming on board. The crew tells you the gnome is Harm. Early the next morning, the ship is ready to depart the Docks and plunge into the depths of wildspace. Just then, an older man, with 3 men fl anking him, approaches the docked vessel. The older one explains that he is with the Dock Master’s offi ce and wants to have a look around before they depart. They do and leave shortly after. As the four men leave, they inform the captain that he is cleared to shove off. With clearance given, orders are shouted, sails are opened, tether ropes wound, and helm mounted. The voyage begins…

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Aside from the listed encounters, the travel through wildspace is uneventful. No random encounters are listed here. Although, feel free to insert some if you wish.

2a: Patriarch Point 2a: Patriarch Point • Patriarch Point is a small settlement on the exterior of

the Grinder. It is populated solely by human monks from Oerth. These monks worship Bocob (The Uncaring, Greater Power of Magic and Arcane Knowledge). The monks have built a secluded retreat to act as a base of operations for the gathering of arcane knowledge in wildspace. They use a myriad of magical divinations and more mundane items such as telescopes and astrolabes to better defi ne the universe and thus magic.

• Their asteroid is not self suffi cient, so frequently merchants arrive to deliver supplies. Although, the monks can cast spells to produce enough food and drink to sustain the entire monastery, they prefer to devote all of their efforts to magical research.

• Recently, the monastery’s last supply ship did not arrive. It was plundered by Therros the Grey and his pirate band. The monks used their magical abilities to divine what happened to the cargo ship and informed their clerical brothers on Bral.

The short voyage to Patriarch Point is uneventful. Your ship and crew arrive at the small asteroid in about 2 days. As you approach, you notice a very small, square lake near a pyramid shaped structure. This must be the landing zone that the merchant ship usually uses when it visits. You decide to see what the monks know of the incident. So, as your ship descends through the thin atmosphere, you notice a half dozen robed monks standing near the lake. These hooded holy men stand motionless as you land.

• They converse with the PC’s about what happened to the merchantman ship and the pirates. He also says that Baccob wants the PC’s to know that Loki’s Own is traveling outward toward the sphere’s edge. There, they plan to plunder a treasure galleon as it enters though a portal. This galleon is sailing from Spiralspace to the Rock of Bral. The galleon journeyed to this crystal sphere through a nearby portal that leads to a river to Spiralspace.

This fast fl owing phlo-river will take a ship just under 1 month to cross (25 days).

2b: The 2b: The ManaMana After almost 3 months (80 days or 2 months + 20, local jargon-slang) of uneventful sailing, the small ship nears the wreckage of what used to be a galleon. The lifeless ship spins slowly to port and aft. The nameplate on her bow labels her in Oerth human common as the Mana. Her sails are torn and decks are buckled. Next, a lookout shouts down, “Man overboard! Just off the forecastle!” You rush over to the railing to see a ghastly sight. Three bloody, bodies bob up and down in your gravity plane against the bow of the ship. All three are human and all three are quite dead. Harm informs you, “them bodies must not have been fl oating about for too long, else the scavvers would have had at em. I’d say they’ve been out for a couple of hours, maybe three, tops.”

• If the party retrieves the bodies and examines them they fi nd the following: They were stabbed, sliced, burned, and bludgeoned to death. None have any belongings and are naked. They are the crew of a merchant house out of Oerth, Yeoman Trading Co.

• During the time that the party examines the Mana, a pack of Chattur’s sneaks aboard covertly and makes a home in the ballast and steerage area of the Far Traveler. In the weeks and months to come, many small items will come up missing. The little critters make a nest there and all the missing items can be found there.

Upon closer inspection of the ship, a horrible melee seems to have been fought here. Various body parts and fl uids litter the decks and cabins, but no whole bodies are to be found anywhere.

CHAPTER 2: WILDSPACE OF GREYSPACE CHAPTER 2: WILDSPACE OF GREYSPACE

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2c: Man-o-War 2c: Man-o-War (Greyspace) (Greyspace)

At last, eight hours later, the Far Traveler nears the immense inner wall of Greyspace’s crystal sphere. As the tradesman approaches, the stars become luminous, gargantuan gemstones embedded in the sphere’s wall itself. An open portal to the fl ow, no more than 50 yards across, can be seen in the distance between two of the gem-stars. A mass that you think must be a ship can be seen using the portal to exit the sphere. A full six hours later and your ship is still hours away from the portal. From the brightness of the star-gems you see a night-blue, wide winged ship approaching from the portal. “Ship Ho!” The lookout yells, “Man-o-war, ahead!” An elven man-o-war ship slows and turns, allowing you to pull along side her. The IEN ship sends a series of light fl ashes that tell you to prepare for a boarding party. Just then, three elves fl y over to your ship and land on the forecastle.

• They check the PC’s papers and check for contraband. Next, they let them go about their business. If they ask about pirates, the elves talk about a squidship that wouldn’t stop to be boarded. They fi red upon it, but could not stop it from getting to a portal in time. Also, they did not follow it because his orders are to patrol this area of wildspace, not to venture recklessly into the fl ow. “Besides,” he tells them, “I’ll pass on their description and they’ll have a hard time getting back into Greyspace.”

• With that the PC’s should venture on to the Phlogiston.

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CHAPTER 3: THE PHLOGISTON CHAPTER 3: THE PHLOGISTON

3a: Extra Flare: 3a: Extra Flare: U. P. O. Unidentifi ed U. P. O. Unidentifi ed

Phlogiston Object Phlogiston Object Three days into the phlogiston a strange object is seen far off in the distance. This strange thing looks to be following the Far Traveler from quite a distance. It, at times, seems to be closing and then slowing, then closing again and slowing again.

• This will go on for 3 hours if the PC’s do nothing. Then the ship will fade into the fl ow mists. If the PC’s try to out run the ship by making some evasive maneuver, they will not be fooled. If the PC’s try to slow or turn around, the strange thing vanishes into the mists.

• The strange object is a K’r’r’r’ scout ship. They are planning to colonize parts of Spiral Space and look in on any ship traveling to there.

3b: Pyroserpent 3b: Pyroserpent Nesting Nesting

As you (random PC) search the cramped cargo area for what seems to be the millionth time, something out of the ordinary catches your eye. A whistling sound can barely be heard coming from the back of the deck. You investigate and see that a board has come loose and the rainbow hued phlogiston can be seen. Next, you were just about to call a sailor to fi x the wood when you notice some movement. The motion came from a dark, serpentine tail that just went out of sight behind a large crate in the corner. As you approach, a loud, hissing sound emits from around the crate. A second later a foot-wide serpent head darts out of the shadows, just missing you. The head, then, speeds back into the darkness from where it came.

• The animal has just staked out it’s territory to all other beings. If anyone approaches, it attacks. But, if more that

three people attack, it attempts to escape through the loose board to the fl ow. If it’s path is blocked, it will fi ght to the death protecting it’s egg laden prize. The creature is fearful of very bright lights and will retreat if a Light or Continual Light spell or equivalently light source comes near.

3c: Crystal Sphere 3c: Crystal Sphere of Spiralspace of Spiralspace

Off in the distance, a large object appears out of the multi-colored currents of the Phlogiston. The object is much darker than the fl ow mists surrounding it and seems spherical in shape. The sphere seems to grow larger and larger as the your ship approaches. When the Far Traveler gets close enough to the sphere the portal locator fl ashes to life and directs your ship toward the left side of the sphere. As the ship sails closer a dot of light radiates from the sphere’s surface. As the Far Traveler moves closer still, the crystal sphere swells to seemingly infi nite size, and the portal grows to many times the size of the ship. Your vessel goes through the portal and into the wildspace of Spiral.

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CHAPTER 4: WILDSPACE OF SPIRAL CHAPTER 4: WILDSPACE OF SPIRAL The Far Traveler enters Spiral Space low on the Z-axis of the sphere. From there, the ship’s reconnaissance area is about 10 days away (For 2b only).

4a: SPF Protector 4a: SPF Protector About three days into wildspace a lookout shouts, “Ship ho! Far aft!” Sure enough, a forest green ship with wide spread wings is following your ship. Just then, you feel the gentle but sudden deceleration of your ship as it slows to tactical speed. Flashes of light can be seen coming from the front deck area of a huge butterfl y-like ship that is closing rapidly on your ship.

• It’s a monarch class man-o-war, a venerable cousin to the crystal man-o-war commonly in use by the IEN.

Someone onboard translates the fl ash signals. “Stand too, and prepare to be boarded.” The elven ship holds station about fi fty feet from the Traveler. A small vessel, a fl itter, lifts off their deck and fl ies over to your ship. When the Flitter lands, fi ve obviously cramped elves exit the small vessel. One strides forward, “I am Commander Laural Strongwind of the Spiral Protection Force (or SPF) destroyer Protector. Who is your captain?” he asks. “What is you business in Spiral?” His manner is unlike those of IEN offi cers you’ve encountered before; he seems a friendly fellow. After hearing their mission (either one), he says, “Well, good luck to you, but be watchful, there seems to be much pirate activity about.” (If asked about a Squidship) “Yes, a squidship did pass by just a little while ago, Their giff captain said they were a transport ship for their merchant company, Yeoman Trading Co. out of Oerth. They were fl ying that organization’s fl ag and were on course for the God’s marbles. Their paperwork checked out and we let them pass.” (If told about the pirates) “Bastards!” he grits his teeth, “And I’m on orders to secure the area near this portal, we cannot leave our post.” Shaking his head, “Well, everything seems to be in order here, carry on.” They quickly reenter the fl itter and fl y back.

Almost as soon as the fl itter lands on the Protector, the ship accelerates away to port.

4b: The Gods Marbles 4b: The Gods Marbles About three days later your ship reaches the area known as the God’s Marbles. This area has many large asteroids along it’s orbital ring. Smaller asteroids orbit many of the larger asteroids. These smaller ones range in size from as small as dust to as large as wagons. Although, most of this orbital track is debris free, only the densest of asteroid fi elds seem to pose a hazard to navigation. Although, when within a dense area only tactical speed may be achieved.

4c: The 4c: The Loki’s OwnLoki’s Own A week and a quarter of the orbital ring later, while scouting a rock cluster the look out shouts, “Ship ho! Starboard side!” In the distance, onlookers can see a squidship with torn sails, holed hull, and is on fi re in some places. Crewmen on deck hurriedly try to put out the small fi res. This ship seems to be in bad shape. The ship is fl ying a Brallian Navy fl ag. Next, the lookout cries out again, “Ship ho! Another one!” A second squidship is seen moving away from both of your ships, but is coming about. Catapult and ballista fi re can be seen coming from the second ship shooting at the fi rst. This ship is fl ying the Jolly Roger fl ag common to pirates. As the pirate ship turns, it is apparent that this ship has been damaged signifi cantly as well.

• The pirate ship is an Illusion created by one of the rastipede mages onboard the fi rst squidship. When the PC’s attack the illusionary pirate ship, it appears to take damage and fl ees the battle.

• By this time the Pirate Captain Therros the Grey has picked out who seems to be in charge on deck. He tries to use his psionic talents to read his mind to learn about the ship, crew, mission, and PC’s! All onboard the Brallian Navy (real pirate) ship play coy until Therros gives them a signal and they attack!

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• If not done during the initial boarding, during combat the ships become tied together with metal cables attached to crank winches. These cables hold both ships tight for the entirety of the battle (each cable has 50 hp).

As the heat of battle rages, a sudden rock storm sweeps across both ships. All exposed decks are pelted with small rocks and dust.

Anyone in an exposed area must make one save vs. spell per round, modifi ed by Dexterity reaction bonus, or take 1d4 hp damage.

Next, both ships are violently jolted as a large rock smashes into the head area of the squidship. All onboard must make Dexterity (-4) check to stay standing.

• This disables their death helm and temporarily kills the troll power source (all in the room suffer 1d6 hp damage). The squidship is now depowered.

The Squidship, Loki’s Own, is now drifting toward a large asteroid nearby. Loki’s Own is still connected to the Far Traveler and is pulling that ship with it. The Traveler’s helm is not powerful enough to move both ships. All the metal cables must be severed if the ships are to be separated. However, not much time is left, so soon both ships will plunge into the atmosphere of a very small moon. If the cables are severed, the helmsmen can make a spelljammer check to make a controlled, crash landing. The only visibly safe place to land is a fl at area off to the right.

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CHAPTER 5: R’PLEETA CHAPTER 5: R’PLEETA

5a: Crash Landing 5a: Crash Landing The Far Traveler dives into the atmosphere of the planetoid. Harm yells at the confused crew, apparently to manipulate the sails in an attempt to direct the ship’s path. As the remaining crew moves sails and fi ns, the Far Traveler’s bow begins to rise and the entire vessel lists to starboard. By now the Loki’s Own has curled away from your ship and is now out of your sight. Next, the little gnome shouts to hold on to something! Just after this, a loud crack and a rumble is heard as the ship lurches from side to side and back and forth. Almost everyone on the main deck is fl ung off and into the mud plain that the ship has landed on. As the ship comes to a stop, some of your men pick themselves up off of the deck and out of the deep mud, but others do not surface.

Soon after, the ship begins to sink, slowly at fi rst, but increasing it’s decent into the deep mud.

• This is an area of deep mud and the ship will soon begin to sink. All onboard must exit quickly to escape the Far Traveler’s fate.

• The soft mud will fi ll the cargo deck after ten rounds and the main deck by 20 rounds. 30 rounds will submerge the entire ship, except the main mast, which is too tall, in the muck.

• Note: While on R’Pleeta, anytime that a light source with the brightness of a torch or greater will attract a swarm of Buzzjewels. These bejeweled, six inch long insects fl itter all around the illuminated area like moths.

• A Lutum (mud woman) happens to be in the mud plains. She assumes the appearance of one of the dead crew members in the mud and acts like she narrowly survived the muddy grave. Here after, she will gather information on the survivor’s activities to fi nd a good time to feed.

5b: Look Around 5b: Look Around (Overview of R’Pleeta) (Overview of R’Pleeta)

Faint stars litter the twilight sky. Rocks from the asteroid fi eld that this small irregular moon is in can be seen from one side of the skyline to the other. Looking cold and distant, a single point of light centered in the sky is the system’s primary. Since, the sun is high in the sky and only light equal to twilight is noticeable, you surmise that this is as bright as this rock ever gets. This lack of light reduces vision to that of twilight and allows the unlimited use of infravision:

• Infravision (in yards): Movement: 60, Spot: 55, Type: 50, Id: 40, Details: 20

• Twilight (day): Movement: 500, Spot: 300, Type: 150, Id: 30, Details: 10

• Dusk/Dawn: Movement: 100, Spot: 50, Type: 30, Id: 10, Details: 5

• Night: Movement: 50, Spot: 20, Type: 10, Id: 5, Details: 3

In the distance, sunlight bounces off of a large, jagged mountain range that surrounds you on all sides. Within this valley the ground is made of a course tan to gray type of sand. Weedy grasses, hearty fruit bearing plants, and small forests of pine and bamboo, exist in sparse clumps all around you.The cold light in the sky is exaggerated by the coldness of your surroundings. The temperature here is about 30 degrees, with winds that vary between 5-20 mph. In the span of half an hour, the twilight from the distant primary disappears over the horizon and the landscape becomes much darker. As you observe, about 6 hours later the sun begins to ascend from the mountains in the opposite direction from which it set. Indeed this place has short days.

• One day=12 hours (5 1/2 hrs: day twilight, 1/2 hr: dusk, 5 1/2 hrs: night, and 1/2 hr: dawn)

As you search around, the only types of animals visible are small lizards and large insects.

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5c: 5c: Omniscient Omniscient Wreckage Wreckage

The wreckage can be placed anywhere the DM wants, but the PC’s should fi nd it before the Aefer-Baer Assault chapter. Everything of value has been stripped off of this mantis ship including 2 catapults, a bombard, and all weapons and armor in the ships armory. But, as the PC’s search the ship, they should fi nd a damaged secret compartment that contains the ship’s log. (see Appendix IV.)

5d: Tel’Sy (The Savage 5d: Tel’Sy (The Savage or The Lost) or The Lost)

• The Savage, also called the Lost or the Tel’Sy are small tribe of elves that have descended from the original keepers of this once elf controlled penal colony. Long ago, when the goblin-kin prisoners overran their elven overseers, the remaining elves fl ed to the wastes of R’Pleeta. There, they had to learn to survive in a harsh environment. However, in doing so they had lost their civility.

• These elves have become more like animals than civilized elves. They decorate themselves heavily with elaborate body piercings, tattoos, and ritual scarring. They all are dirty and wear no clothing whatsoever. They do not speak except for a silent, gesture based language. Although, they are, in fact, a mixture of elf sub-races, they resemble wild elves, but much more primitive. They are masters of camoufl age in this environment and act as adjunct scouts for Aefer-Baer.

First, if a patrol is away from the main group of the party, the Tel’Sy will try to subdue them with poisoned darts. The poison is made from the root of a local bush and has a paralytic effect on all that come into contact with it. Due to the Tel’Sy’s now primitive nature, they frighten easily at the sight of fi re or explosions. Any within 20 feet of an explosion or within melee of a torch-sized fi re will retreat or run away.

• (Game terms: Save vs. Poison or paralyzed for 3 turns; Onset time is 2 rounds.)

If they successfully capture the patrol, they will prepare to subdue the main group as well. The captured patrol will be taken to a small nearby cave. There, they will not be tied up, but will be subjected to heavy doses of the paralytic poison. The Lost will only place 2 guards in the woods outside the cave to watch the prisoner(s).

Also, Tel’Sy will send a messenger to Aefer-Baer about the goings on. They will in turn send Sorontar to investigate the N’Tel’Quessir off-worlder. (See below) If they are unsuccessful, the Tel’Sy will not attack the main group, but will still inform Aefer-Baer. They will send Sorontar to the savages and he will tell them to stay away from the N’Tel’Quessir without him. He will observe the strangers’ main group along with a few Tel’Sy scouts.

5e: Ogre Hunting Party 5e: Ogre Hunting Party As your group gathers and catches their breath a, couple of distant, low thuds can be heard. (Int. check for direction). Then, about 60 yards away a huge humanoid with a huge club yells and runs at full speed for your group. As you all turn to look, he is joined by two other ogres that are also running right toward you.

• There is also an Ogre Magi with them, but he is invisible and will attack when he is in range. These ogres are famished, having not eaten in 2 days. If anyone falls in battle, the closest ogre will try to pickup the body (food) and run away with it. If the ogre magi is killed or retreats and two ogres are about the same distance from ‘food’ they may fi ght each other for it.

Sorontar, along with the Tel’Sy scouts hold their position and stay out of sight and only help the humans if they need it. If the humans look like they will win, Sorontar will come out of hiding, after the fi ghting stops, waits for the N’Tel’Quessir to notice him, and walks toward them. However, if the party does need help, the Tel’Sy launch volleys of blowgun darts at the ogres and Sorontar fi res arrows at the ogre magi. Even if the missile fi re doesn’t incapacitate the ogres, it will surprise them and they’ll run from the battle. During the missile volleys, the party would be able to notice Sorontar and the Tel’Sy. Next, Sorontar waits until he is sure the N’Tel’Quessir notices him and walks toward them, alone.

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5f: Sorontar 5f: Sorontar You notice a young, male elf standing next to a clump of pine trees off in the distance, observing you. When you seem to meet his gaze, he begins to walk forward, toward you. As he approaches, you can see that his black hair is long and unkempt and his eyes have a wild look in them. His dark features contrast his pale skin. A bow is strung across his back and a long sword hangs at his side. His tan clothes seem to be made from some sort of woven plant, covering almost his entire studded leather armor. The longer you look at the young elf, you notice he has the characteristics of both a Moon Elf and some other type instead of the wild elf that he fi rst appears as.

He speaks the following in elvin and as he speaks his high pitched voice betrays his young age,

In Common In Elven“Hello, are you alright?” Haela (hay la)“Who are you?” “What are you?” “Who do you fi ght for?” “Do you understand?” Hai’she’li (hi shay lee)“I am called Sorontar.” She (shey) Sorontar“How did you get here?”

Looking over the party, Sorontar tells them that they should not stay here too much longer.

• If asked why, he’ll say, “You would not live long before you were goblin food.”

• If they scoff, he scows and says: “Do you know how to become one with R’Pleeta?” He huffs and stops his foot on the ground, “This is R’Pleeta, all this is R’Pleeta.” He waves his arm in a slow arc to encompass everything. “If you cannot loose yourself in the surroundings, the goblin-kin will fi nd you again. Here is near both ogre caves and goblin burrows.” He points to some hills. “Those and their kind send out raiders a lot. If they fi nd you out here, they’ll eat you raw.”

• If asked where is a safe place to go: He’ll scratch his head and tell them about Aefer-Baer, the elf’s stronghold. Sorontar will agree to take them to Aefer-Baer. On the way there, the dirty elf whistles infrequently, as if to some melody you have never heard before. His whistling is communication with the Tel’Sy.

5g: Traveling to 5g: Traveling to Aefer-Baer Aefer-Baer

The wild elf walks you through a miniature forest of pines and bamboo with thick foliage, so you cannot see further than about 60 feet ahead of you. Foothills dominate the terrain within the wooded area, all covered with the same course sand as the rest of R’Pleeta. Sorontar seems confi dent this is the way, even though there is no path to follow. Those traveling near him notice that as he walks, he makes no sound and leaves no footprints in the sand. The pine and bamboo mini forest seems to become steadily thicker as you go. Sorontar quietly mentions “We are almost the-.” The elf stops dead in his tracts and his head turns slightly to the left. (BOOM!!!) A very loud boom resounds, echoing all around you. The young elf rushes off ahead of the party, through the underbrush that suddenly starts to decline in elevation. Whether it is superior skill or some sort of magic, the elf’s speed through the adverse terrain is surprising. You cannot keep pace with him as he darts through two closely growing pine trees. Trying to follow Sorontar, you hear, above your own clamoring, the sounds of battle and more loud booms can be heard coming from up ahead.

• If they rush ahead:

While you rush ahead to see what’s the commotion, the thick foliage suddenly becomes less dense and the ground dips sharply downward. You dash between the two pines that the wild elf went through, and fi nd yourself in a small valley almost devoid of pines and sparsely littered with tall bamboo. The sand becomes lighter and fi ner and reduces movement to 2/3. (Anyone entering the area at a run must make a Dex. check or fall from unexpectedly sinking into the sand while the grade declines) (They are in the open area and may be noticed by the goblin-kin)

• If they follow slowly:

You cautiously advance and see something peculiar just on the other side of the two pines that the wild elf ran through. To your surprise almost all of the pines give way to a small valley of sparsely growing bamboo shoots. The area just beyond the pines declines in grade.

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5h: Defending 5h: Defending Aefer-Baer Aefer-Baer

This area of bamboo looks to be about 250 feet in diameter. This bamboo lessens line of sight to about 150 feet. The bamboo ranges from about 6 feet tall and 1-inch diameter, to 25 feet tall and 4-inch diameter with grass-like growth at the top of each. The sand here is fi ner that in the rest of the wooded area and raises about ten feet to a wide mound in the center. A 20 feet tall bamboo walled fortifi cation stands atop the sand hill in the center of this valley. An odd looking structure made of green crystal stands within the walls, towering over them. One of the walls, the one facing Solontar, has a 10’ x 10’ blackened hole in it still smoking and burning in places. From atop the walls archers can be seen loosing arrows down on some advancing fi gures.The advancing fi gures seem to be beings that you either are familiar with or have stories about before. 2 orcs, each carrying a wooden chest strapped on their back, can be seen running through the bamboo area toward the encampment. About three elven riders mounted on large swans dive down on the advancing orcs. Booms, much smaller than the ones before, are coming from near the pine tree line off to the right. Also, some foul language is being shouted from inside the fortifi cation.On either side of the blackened hole in the wall, 4 goblins stand apparently poised to enter the fortifi cation. Here you see Solontar standing at the edge of the pines, pulling his bow off of his back and reaching for an arrow.Off to the left, 3 larger fi gures stand halfway from the pines and the walls.

• These are 3 hobgoblins and they have noticed Solontar and anyone with him. They are stopped because they are deciding which one of them will lead the charge. Next round, they will advance to attack the wild elf.

• In Total there are 12 goblins, 6 hobgoblins, and 6 orcs. The ones not mentioned will join the fray where needed. There are scro observers in the pines to collect data on the goblin-kin force’s “softening-up” attacks.• If needed, the 5 Tel’Sy scouts will join the fi ght using their blowguns and poisoned darts. Note: The Tel’Sy do not leave the pines, they will not enter the bamboo area. Also, if the Tel’Sy are used, the scro observer will note this and report it to Dugak.

• Here it is assumed that the PC’s will attack the orcs & help defend Aefer-Baer. After the orcs are repelled, the following becomes apparent.

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6a: Aefer-Baer (Safe-6a: Aefer-Baer (Safe-Dwelling)Dwelling)

As the battle subsides you can get a calmer view of the area. The tall bamboo walls are battered and damaged. In some placed they are still smoking or on fi re. Inside the walls, two dozen small wooden buildings are spaced equally apart. Two venerable fl itters lay near the base of a bamboo wall. A grassy fi eld with a huge green crystal tower in it’s center dominates the village. Elvin women and children can be seen coming out of hiding as you approach. The three mounted swans land within the walls and join two more.

• The fl itters are not fl yable and are de-powered (no helm). They are equipped with light catapults that are damaged, but may be repaired. One fl itter may be repaired by scavenging components from the other.

You also notice that while most elves are slim, these are very thin, too thin. You think to yourselves that they must not be eating enough. You look around and a few baskets near rows of fl owering bushes contain eatable fruit.

• If they ask:

Sorontar explains that a few moons ago the evil ones began attacking them as they gathered food. Now, all we have to eat comes from these bushes.

CHAPTER 6: AEFER-BAER CHAPTER 6: AEFER-BAER

A few minutes later, a visibly aged elven man and woman approach you. They speak to you in space common with a thick elvin accent. “Well met! And thank you for your help!” the woman says. “This is Tayledras Dwallen Thistlebow, my she’kreth’ashke and I am Ariel Starblade. Welcome to Aefer-Baer.” “So, you are the N’Tel’Quessir newcomers we’ve heard about.” The old elf man states fl ately. “Dwallen, mind your manners.” Ariel says politely, although you could swear that some other meaning was meant. “Please, come inside and rest, you must be tired after fi ghting so hard. “Shayana” she looks at Dwallen, “would you do me a favor and take them inside Minstrel and bring them some fresh water to clean their wounds.” Without waiting for an answer, “Thank you.” She turns and her and Sorontar walk off together. Dwallen nods to her and grumbles, “This way.” The elder elf leads you to the base of an 80 feet tall green crystal tower. Along the way, you see a couple of smoking, crater-like depressions in the ground. Around these depressions are the charred remains of a dozen elves.

6b: 6b: MinstrelMinstrel Remains Remains From this distance, the tower is impossible to mistake for anything else but the tail and cargo section of an elven man-o-war ship propped upright. Looking at the amount of crystalline growth, it has been here for a while. The old elf opens the double doors to reveal a 10’ diameter cylindrical room with a table, 4 chairs, a smaller table along the wall, and a spiral staircase in the back of the room. He waves a hand at the room, “make yourselves comfortable, someone will be along shortly with some water.” He then walks away. No one comes with the water.

• While this is going on the elves are trying to assess the damage the raid caused.

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After about a half of an hour later, Ariel returns. She has a dour look on her face.

• If asked about the water:

After about a half of an hour later, She says, Oh, Dwallen. My apologies, I’ll get some right away.” She soon returns with some water in a bucket.Ariel returns. She has a dour look on her face.

• If asked about what’s wrong:

She breaks down, “They are dead, they’re all dying, and I can’t stop it!” Her head sinks on her shoulders. “The goblin-kin are killing us all…” Ariel looks up to see if anyone else saw her emotional display, regains her composure, and wipes away her tears. She sits down in a chair. Attempting to change the subject, “So,” she begins, “What is your story?” Soon after Dwallen arrives and listens to the stories.

• Ariel and/or Dwallen and the party talk. The following is a list of topics they can talk about:

6c: Stories of R’Pleeta 6c: Stories of R’Pleeta

How the Tel’Quessir of the How the Tel’Quessir of the MinstrelMinstrel came came to R’Pleeta to R’Pleeta

“Long ago, Dwallen and I were young elves that were serving aboard an elvin man-o-war, the Minstrel, from Spiral, an elvin home world in this sphere. The ship was patrolling the asteroid fi eld when we saw a couple of fl agless ships. They darted into a denser area of debris, trying to avoid our pursuit. We followed them into the debris fi eld. “I don’t know what happened next. Dwallen and I were on the main deck when the ship suddenly lost power. As we were very close to this small rock mass, we had no choice but to land here. We had only a few fatalities in our emergency landing, however the ships’ reverend healer was one of them. Although, we did have a few others that were injured.” She glances at Dwallen and then quickly away again. “The ship was smashed beyond repair, but we managed to escape death by manning fl itters or using other means to make it to the ground safely.”

Founding of Aefer-Baer Founding of Aefer-Baer “After the crash, the survivors of the Minstrel reunited around the wreckage and used this place as a home. We then named this place Aefer-Baer, elven for safe-dwelling. It soon became apparent that we were not alone on this heavenly body. We met the Tel’Sy and encountered the goblin-kin.”

Story of the Tel’Sy (The Savage) Story of the Tel’Sy (The Savage) “The Tel’Sy have a story that they once lived high in the mountains toward moon-rise (south). The Tel’Sy do not go near their old home, they believe it harbors angry ghosts and evil spirits. Any none of my elves will travel that far away from Aefer-Baer. To the best of my knowledge, this was an I.E.N. base long ago. “Eventually, the goblins of this place overran their homes and killed many. The ones that survived became the Tel’Sy, or the savage, that we see today. Their life was unlike their current one, they lived much like we do now, like civilized elves. I think, this is why they keep their distance from us.”

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History of R’Pleeta History of R’Pleeta “Originally, R’Pleeta was an IEN base, but then came the Great War against the orcs and their ilk. It is said that there were too many goblin-kin to kill, so some were deposited on small inhospitable worlds such as R’Pleeta. This whole moon was turned into a penal colony, controlled by some unfortunate elves. “However, the goblins eventually overthrew their keepers. The elves that survived the goblin’s vicious attack, took to the barren lands of R’Pleeta. They eventually, became more like animals than elves. That is why we call them the Tel’Sy (the savage).”

The Scro and/or Goblin-kin The Scro and/or Goblin-kin If they mention the Scro “Yes, those, scro was it? I think we’ve seen them here recently. Sorontar has told us about another ship that had crashed here a couple of months ago. They looked like orcs, but were bigger and well organized. They have since been seen with many of the inhuman tribes. If not: “Over the years, many of us have died at orc hands during their raids, but recently the raids have been different. Before, the goblin-kin tribes were sharply segregated by race. They raided each other’s settlements more than they tried our defenses. However, this has changed as of late. Raiding parties of mixed races have been reported together. Also and most unusual, the goblin-kin have been employing tactics in their raids. This is unheard of.” And now, we’ve all seen proof of this personally. “All the survivors of our crash have been killed except Dwallen and myself. The other elves you have seen have all been born and raised here on R’Pleeta. They have never before seen any other races, such as yourselves.”

Kamikaze Units Kamikaze Units “Recently, some of the goblin-kin have been known use smoke-powder and greek-fi re bombs in battle. They bring these bombs with them on raids, so if they die, they also kill their opponent as well.” She begins to sob again. “Sadly, this has just happened today, they sent a couple of goblins into the town during the raid and instead of engaging in combat, they ignited their bombs. What madness is this? They must be under some sort of evil spell. A dozen of my elves were killed during the raid today as one of those cowards set it’s things off, now our defenses are crippled.”

6d: Evening Festival 6d: Evening Festival During the rest of the day, two elves dig about a dozen holes in the middle of the stronghold. Later, as dusk falls, all the inhabitance of this stronghold, save a few lookouts, gather around the pits. All seem to have a sad look about them. The weepings of the family and friends of the recently fallen elves fi lls the air. Soon after, Dwallen Thistlebow and Ariel Starblade walk toward the center of the gathering. They speak comforting words to some as they approach. When they arrive in the center Dwallen begins to speak, “Friends, I know times like these are hard, but take joy in the fact that as we commit their mortal shells back to the ground from which they came, their souls will enter the sacred land of Arvanaith.” With that, the bodies of the fallen elves, ceremoniously wrapped in white cloth, are carried out and lowered into the ground. Next, Ariel speaks, “Even though our loved ones have left us, fate has brought us others to help in our struggle against the goblinoids. In their short time on R’Pleeta, they have survived ship wrecking in the mud plains, avoided all the demi-humans, save an ogre patrol which they easily repelled. They even survived the unpredictable Tel-Sy and made their way across the face of R’Pleeta to Aefer-Baer. Demonstrating unusual resolve and skill for their kind, I hold out the hand of friendship to the newcommers. Also, as is the Silvanesti tradition, we will know you all by elven names.

The following are the Elf names I gave to my players during this adventure. Use it as an example or just exclude it if you like or do not like.

Chris: 1/2 Dragon Mageelandar kreth (eternal spirit/heart/life)

Evans: Athasian Elf F/M/Ps quessir serke [kessir sir kay] (Elf/race blood)

Amaroso: Venge Fighter learath [lay ar ath] (darkness)

Moon: Asamar Paladin shai orn [shy orn] (true/pure/undiluted guardian)

Mike: Human Wild Mage sy fae [see fay] (savage/wild/willful magic-worker)

Brother Angus: Human Priest kal’edras (god brother)

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6e: Night Messenger 6e: Night Messenger That night, six hours later (or before the PC’s leave town), a goblin walks slowly into view. He appears unarmed except for a rolled up piece of parchment and a white cloth that he waves as he walks. He gives a written note to the fi rst person he encounters, then turns and runs away. The note reads:

(For the note see Appendix II)

“Well, it seems that we have seven days to come up with a strategy to survive the goblin-kin. Have you heroes any suggestions?”

• Here the PC’s can help the town prepare for the coming battle in any way they can think of. Give them latitude and let them feel helpful. Possible things for the PC’s to do are:• Repair the damaged walls• Reinforce existine walls• Repair/utilize damaged catapults from fl itters• Repair one of the de-powered fl itters• Make makeshift siege weapon(s)• Make/repair melee weapons• Make arrows for archers• Trap the area near Aefer-Baer

• During this time, the Lutum (Mud-Woman) has offered to work with the scro forces. Dugak promised her passage off R’Pleeta when they leave. It will attempt to infi ltrate Aefer-Baer as a Far Traveler ship-hand and conduct sabotage and espionage for the scro. However, if she is captured (she will not fi ght to the death), she will tell all.• She will offer information on the goblin-kin in return

for her live to be spared.• She offers to use her powers to raise the Far Traveler

from the mud in exchange for her freedom.

6f: Tel’Sy Ambushed 6f: Tel’Sy Ambushed • The scro recognize the potential thread the Tel’Sy

represent to their plans. Therefore, Dugak has devised a trap for the wilderness warriors. They will use magic to camafl ague themselves strategically in the forest. Next, a small group of orcs is used as bait. The orcs were told they are transporting a plan of attack for all the goblin-kin forces against Aefer-Baer. Dugak knows the idiot orcs will unable keep the plans a secret. The Tel’Sy will intercept the orcs(expendable loss) and the plans. The plans lead the

Tel’Sy to think that the bulk of their forces are now waiting in a wooded area.

• Dugak hopes that they will attack, and when they do, his hidden forces will already be surrounding the Tel’Sy. With the Tel’Sy gone, the elves will have no ‘wild cards’ to play.

• The elves and/or PC’s may discover the ambush’s carnage, but cannot stop it.

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7a: Attack Begins 7a: Attack Begins • Int check at -8 to notice:

In the middle of the night, several R’Pleeta days later, a distant rumbling may be heard.

• Int Check at -4:

To see the three openings in the canopy. 2 are 25 yards beyond the pine tree line and a third is 100 yards beyond the pine tree line: Also, a chopping sound cuts through the cold night air. A minute later a few treetops can barely be seen falling over. A loud, distant boom resounds through the still night. A tell-tail fl ash of light informs you of incoming cannon fi re. A section of bamboo wall explodes to splinters as a bombard shot impacts near it.

• If any weaknesses in the stronghold’s defenses are known, they will be exploited and attacked fi rst.

7b: Siege Weapons 7b: Siege Weapons • 1st Attack:

A bombard, salvaged from the Omniscient, is mounted on a heavy wagon and pulled by an ogre. The weapon’s crew cuts down some trees to make a small clearing to fi re the weapon. Once done, they attack. This clearing makes targeting for returning fi re obvious. This weapon has 5 charges (at ROF: 1/3)

• 2nd Attack: 2 light catapults fl ank the bombard closer to the town. A clearing is made as above. This weapon has 5 solid shots, and 10 shrapnel shots (at ROF: 1/2)

7c: Infantry Units 7c: Infantry Units After the siege attacks have holed the walls enough for travel through, Souse Able charges 1st. 2 rounds later Souse Baker Charges in behind Able. After 2 or more rounds, Souse Charlie enters Aefer-Baer through the left fl ank. Finally, Souse Daisy charges the stronghold from the right fl ank. For complete Infantry info see Appendix I.

CHAPTER7: AEFER-BAER ASSAULT CHAPTER7: AEFER-BAER ASSAULT

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CHAPTER 8: MIN VYUSHER (WHITE WOLF) CHAPTER 8: MIN VYUSHER (WHITE WOLF)

8a: Surface Level8a: Surface LevelIn Min Vyusher’s prime, this ancient elf settlement was akin to what a Torillian or Oerth elf would expect a Tel’Quessir city to look like. All the buildings here seem to have been molded out of the solid rock of the mountain. However, now only a few stone buildings stand, and these are damaged and unsteady at best.

• The two spiral staircases travel straight down 100’ to Lower Level I & then another 75’ to Lower Level II. One of the four normal stairways is safe and also leads to Lower Level I. The second is debris covered and unsafe. The third & fourth normal stairways are blocked with stone halfway down.

8b: Lower Level I 8b: Lower Level I During Min Vyusher’s prime this area was used as a secure living area by the I.E.N. elves. Now, nothing but dangerous animals inhabit this subterranean level.

8c: Lower Level II 8c: Lower Level II This level is almost fully lit by large stained-glass windows that shine as if bright sunlight shone through them. The whole area seems to be a cathedral to the elven mythos. Between the pillars, in the middle of the room, a single, white candle still burns on the fl oor. Near the candle, over a dozen fi gures stand motionless. A single robed elf, looking in the direction of the stairs, stands in the middle of many goblin-kin. A dozen kobolds, three orcs, and an ogre stand as if stopped in mid-motion.

• The scene is one of battle. Dudgeon (see appendix) led his goblin-kin allies against the elves. As some of the elves escaped the brutal attack on Min Vyusher, most retreated into the city’s subterranean recesses. These elves were trapped as the goblin-kin fl ooded the upper level. It was

here that the remaining elves had their last stand. Dudgeon himself, led the fi nal assault on the citadel. However, during this last attack, a priest used a magical candle to stop him and some of his allies in time. Unfortunately, there were too many goblin-kin. Those unaffected killed the remaining elves. Being untrustworthy races, they reneged on their deal and decided to let Dudgeon remain here forever.

• If the candle if extinguished, all those in temporal stasis are freed. Dudgeon falls on his back-side, looking around confused and the goblin-kin attack immediately all except themselves and Dudgeon. The confused elf waits until the battle is over and feigns slightly cloudy memory. He claims not remember many details and waits to make up a better story.

8d: Temple of Nerull 8d: Temple of Nerull A ruined Alter to some unanimous deity lies in the hills of this area.

In the hills, a small, ancient, ruined alter to some unanimous deity is found with a portal to Carceri (NE) near. This portal is near another portal to the Outlands. That one is near one to Sigil.

8e: Escaping R’Pleeta 8e: Escaping R’Pleeta There are a number of ways to leave R’Pleeta provided in this adventure. Although, there may be others, the ones provided are as follows:

1. After the Genie Stones summon the genie king, a Wish to transport them off of R’Pleeta may be made.

2. On lower level 1 of Min Vyusher, a minor helm is hidden in the debris of a collapsed stairway. Some of the sacking orcs found it and tried to remove it up the stairs. However, as they did so, the stairs gave weigh and killed the orcs and buried the helm.

3. At the ruined altar of Nerull, an invisible PS style portal to Carceri (NE plane) stands nearby.

4. If the party captures the Lutum (mud-woman), she will offer to raise the Far Traveler in return for her freedom. However, the previously dislodged helm of the ship is not

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onboard and is now deep in the mud. She offers to continue looking for the helm if their captain promises to take her with him when he leaves.

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Souse Able Hp Hp Hp Hp HpSouse Able Hp Hp Hp Hp Hp5 Orc Kamikaze 8 8 8 7 75 Goblins 7 6 4 3 21 Hobgoblin 8 - - - -5 Orogs 15 10 8 6 53 Ogres 26 23 21 - -1 Ogre Magus 35 - - - -

Souse Baker Hp Hp Hp Hp HpSouse Baker Hp Hp Hp Hp HpTherros - - - -5 Goblins 7 6 4 3 21 Hobgoblin 8 - - - -5 Orogs 13 8 7 6 42 Ogres 24 22 - - -1 Ogre Magus 25 - - - -

Souse Charlie Hp Hp Hp Hp HpSouse Charlie Hp Hp Hp Hp Hp5 Goblins 7 6 4 3 11 Hobgoblin 8 - - - -5 Orogs 11 8 7 5 23 Ogres 24 22 19 - -1 Ogre Magus 19 - - - -

Souse Diablo Hp Hp Hp Hp HpSouse Diablo Hp Hp Hp Hp Hp5 Goblins 7 5 4 3 1Lt. Dugak 49 - - - -Bosun Grummar 26 - - - -Corporal Vakrom 31 - - - -Private Agsore 17 - - - -Private Olbet 21 - - - -

APPENDIX I: INFANTRY UNITS APPENDIX I: INFANTRY UNITS

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Hear Ye, Hear Ye,

To all discriminating space travelers. My ship is being refitted at the Docks and needs a crew to man her. T he travel is to another sphere and will take no less that two months time. She needs navigators, jammers, cooks, weapon masters, and sailors. Experience is preferred, but not necessary. T he ship is due to ship out at the end of the week.

Please, all applicants report to the Rampant Lion Inn. Ask for T he Captain.

APPENDIX II: CREW ANNOUNCEMENT NOTICE APPENDIX II: CREW ANNOUNCEMENT NOTICE

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Attention,

I am Lieutenant Dugak of the Scro Tarantula Fleet, commander of all scro forces on RÊPleeta. I hereby demand your unconditional surrender. Most importantly, you will turn over your spelljamming helm. Comply within one week from the time my messenger delivers this note and I am prepared to show mercy. If you do not comply within one week, we will take your pitiful little stronghold by force and no quarter will be given to man, woman, or child.

To the non-elves, it is only the elves that we care about, the rest of you are considered neutral and out of bounds, for now. You will not be harmed in any way. You have my word as a soldier and my oath as an officer. However, if you decide to test my resolve by siding with the elves, so be it, you will share their fate.

But, make no mistake. If your answer is not given by the above time, all within Aefer-Baer will be killed, horribly.

APPENDIX III: DUGAK ULTIMATUM APPENDIX III: DUGAK ULTIMATUM

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APPENDIX IV: LOG OF THE OMNISCIENT APPENDIX IV: LOG OF THE OMNISCIENT This is the personal log of Captain Karush Bonebreaker, Commander of the Scro Navy scout vessel Omniscient.

Middle of the 3rd month in the year 988 of Dukagsh’s Ascension

The Scro advancement continues. My ship, the Omniscient, had the honor of being attached to the Tarantula Fleet just before the assault on Spiral. My crew preformed admirably. Although we suffered minor damage and a few casualties, the Omniscient claimed 5 kills during the attack: 1 Man-o-War, 2 swan, and 3 refuge transport ships.

Early 4th 988 D.A. With the Omniscient’s minor damage repaired and supplies restocked, we sailed out of the Crown of Correlon. Standing Orders: Scout the area of the God’s Marbles near home base for 3 months then return.

Rules of Engagement: Operate covertly Only engage ships headed in direction

of or leaving Spiral *DO NOT let any ship escape, as

secrecy at this point is essential to the successful completion of the Tarantula Fleet’s mission.

5 days out of Spiral Victory is ours! Today we scuttled a merchant tradesman ship, the Kendori. We encountered the vessel as it was leaving the asteroid fi eld in the direction of Spiral. With my war priests help, we

closed to close cannon range before they even saw us. After seizing the small ship, it’s cargo was transferred to the Omniscient. We let the men have a little fun with her crew and passengers before we fed them to the Scavvers.

Middle 4th 988 D.A. (10 days out of Spiral) Another Victory! A hammership, the Resolute, running the fl ags of a human knightly group, the Order of the Chalice was encountered today. This order’s home wason Spiral, so it was a safe assumption that this was their destination. Thus, we attacked. Again, we slipped very close to their ship without our target’s knowledge. Next, I gave the order to open fi re with the greek-fi re projectors. Those stupid knights just melted along with their armor. Then, we moved away and just let the Resolute burn to ash.

12 days out of Spiral Encountered I.E.N. Man-o-War. The I.E.N. shouldn’t know we have a presence in this sphere and didn’t seem to be headed for Spiral, so we followed covertly at a distance. Once I was satisfi ed that the elven ship wasn’t heading for Spiral, I let it go. Even with surprise, without help the Man-o-War would be diffi cult to defeat with out reciprocating losses.

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Dugak began the fi nal voyage of the scro scout ship Omniscient as a scro navy bosun. However, as thet ship was traveling covertly, as was standard operating procedure for all scouting missions, through an asteroid fi eld, a space storm arose and damaged the riggings severely. As the crippled vessel attempted to maneuver out of the storm a few large rock pieces ripped through the hull of the ship and destroyed the helm room, instantly killing all inside. The now non-powered ship was blown toward a larger asteroid and crashed in a desolate region of the rock’s surface. As luck would have it, Dugak and a few other scro were in the hold securing cargo so they suffered only minor wounds when the ship struck. Soon after, the storm passed and the damage could be assessed. The Omniscient was completely worthless. It would never know fl ight again. The crew was not in much better shape. Only a dozen scro survived the crash; 5 marines, 2 sailors, 1 ballista gunner, 1 corporal, 2 lieutenants, and bosun Dugak. Of the two lieutenants, both were war priests, but one was mortally wounded and died a short time later. The other was unconscience but only moderately wounded. This laid the top of the chain of command squarely on Dugak’s shoulders. He assessed the situation and reorganized the remaining crew. A few days later, the lieutenant war priest awoke to fi nd Dugak tending to him, although Dugak implied that he was now in charge. Grateful for his help, Dugak could have just let him die, the war priest pledged to obey him loyally. With this succession of power Bosun Dugak became Lieutenant Dugak according to Scro military regulations. At the same time, Dugak had his crew divided into scouting parties to search the area for anything worth a dam on this rock. As it turned out, a few small tribes of goblinoids inhabited this asteroid. They are descended from the former prisoners of this elven controlled penal planet. These goblin-kin were transported here during the end of the fi rst Inhuman War. The inhumans, united by an evil priest, overthrew their keepers. The allied forces of ogre, goblin, hobgoblin, orc, & orog have since split into separate racial tribes that fi ght each other for territory. Perhaps, Dugak thought, one of these tribes might have a ship to get them home with. So, the next step was to contact them. This proved diffi cult, however, as each tribe was paranoid about other goblinoids. This collective paranoia cost the lives of seven of the surviving scro, but many more of the offending humanoids. The scro learned, much to their surprise, that an elven settlement was also on the asteroid. Also, the other goblinoids had no idea what kind of ships the scro had asked about, except that the ‘old keepers’ had ‘big thrones’. “So, if the elves have the helms, then the elves would have to be dealt with,” Dugak thought, “excellent! But, the elves won’t

be easily conquered with so few scro.” Then he had an idea, “I’ll unite the humanoid tribes and assault the elves.” The lieutenant didn’t need a trained army, just some warm bodies to take some arrow shots. So, after weeks of strong-arm negotiations with the tribe leaders, they all agreed to support the scro.

APPENDIX V: SCRO OF THE OMNISCIENT APPENDIX V: SCRO OF THE OMNISCIENT

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APPENDIX VI: THE FAR TRAVELER APPENDIX VI: THE FAR TRAVELER Built By: Humans Used By: All races Tonnage: 25 tons Hull points: 25 Cre 10/25 Maneuverability Class: D (C) Landing-Land: No Landing-Water: No (Yes) Armor Rating: 5 (4) Saves as: Thick Wood Power Type: Minor helm Ship’s Rating: As for spelljammer

Current Armaments: Light Catapult in a standard turret (forecastle) Light Ballista on main deck, amid ship (fi ring port) Light Ballista on main deck, amid ship (fi ring

starboard) Medium Ballista in a protected turret (sterncastle) Medium Jettison (fi ring Aft)

Cargo Space: 13 tons (10 tons)Keel Length: 120’ Beam Length: 30’

Ship modifi cations and vessel items • Ship plating (-1 to AR, -1 to MC) • Rudder of Maneuverability (+1 to MC) • Sails of Maneuverability +1 (+1 to MC) • One set of Cones of Communication • Hull sealed for water landings

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APPENDIX VII: THE LOKI’S OWN APPENDIX VII: THE LOKI’S OWN Built By: Humans Used By: Therros the Grey Tonnage: 45 tons Hull Points: 45 Cre 12/45 (35) Maneuverability Class: D Landing-Land: No Landing-Water: Yes Armor Rating: 5Saves As: Thick Wood Power Type: Death Helm 3 Major Helm 6Ship’s Rating: 4 Armament:

1 Heavy Catapult (cre 5) 2 Medium Ballista (cre 2 each) Piercing Ram

Carg 23 tons Keel Length: 250’ Beam Length: 25’

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Crew of the Crew of the Far TravelerFar Traveler

Har-Man-Sil-Vella-Poplop-Kraz-Var Har-Man-Sil-Vella-Poplop-Kraz-Var ((HarmHarm for short) for short) THAC0: 18 (17 all weapons) Gnomish Quartermaster Fighter 3 Al: NG AC: 8 HP: 15 S: 15 D: 16 (+1/-2) C: 13 I: 15 W: 13 Ch: 15 (7/+3/+3) Non-Weapon Profs: Heraldry, Observation, Spacemanship, Cartography, Signaling, Wildspace Navigation, Phlogiston Navigation, Engineering Weapon Profs: Mace, Dagger, Heavy Crossbow (Spec), Catapult, Ballista Languages: Space Common (Speak & w/r), Gnomish, Dwarvish (speak & w/r), Elvin Items: Peg leg of Mobility Weapons: Mace +1, Dagger +1, Heavy Crossbow (RoF: 1/1)

Brother Angus Brother Angus THAC0: 20 (19-staff) (20-other) Priest of Bacob 3 Al: Neutral AC: 8 Hp: 20 S: 9 D: 13 C: 13 I: 16 W: 16 Ch: 14 (6/+1/+2) Non-Weapon Profs: Healing, Herbalism, Astrology, Astronomy, Religion (Greyspace), Ancient History (Oerth), Spellcraft, Cartography, Artistic Ability (painting, drawing), Weather Sense, Engineering Weapon Profs: staff, dagger, fl ail, mace Languages: Oerth common (speak & w/r), Space Common, Elvin (speak & w/r), Dethik (speak & w/r) Items: Prayer Book of Bacob, Purple Robe (with gold trim) of displacement, Ring of the Ram, Potion of healing (x5), Potion of X-heal (x3), Scroll of spells: clw (x3), csw (x2), Telescope, Wand of Cloony Scroll of spells: Bless, Command, Hold Person, ccw, Weapons: Iron Quarter staff +1, Dagger Major Access: All, Astral, Charm, Combat, Divination, Elemental, Summoning Minor Access: Healing, Guardian, Additional Spells: Dispel Magic

Chattur, pack of 20 Chattur, pack of 20 THAC0: 20 Int: 5-7 HD: 1-1 Al: CG # Appearing: 2-24 AC: 7 M 12 # atk: 1 DMG: 1d4 Sz: 1’-2’ Diet: Omnivore Hp: 5 each

Pirates of the Pirates of the Loki’s OwnLoki’s Own

Therros the Grey Therros the Grey THAC0: 18 (13-punching) (15-scimitar & mace) (16-Bow) Half orc pirate captain Fighter/Psionisist 3/3 Al: LE AC: 2 Hp: 35 S: 18/78 (+2/+4) D: 10 C: 17 I: 16 W: 17 (+3) Ch: 15 (7/+3/+3) PSP’s: 51 Non-weapon Profs: Heraldry, Observation, Spacemanship, Looting, Cartography, Signaling Weapon Profs: Scimitar, Mace, Bombard, Dagger, Punching x3, 2-weapon style, Ambidexterity, 0g combat, Bows Languages: Space Common (speak & w/r), Orcish, Hadozee, Rastipeed Items: Dispel Magic Grenade, Pot of Healing, Nosering of Protection +2, Weapons: Composite Long Bow +2, Scimitar +1, Warstar of the Manticore +1 (Mace), Daggers Psionic Powers: MIND LINK (12), Contact (17), Phobia Amplifi cation (15), Sight Link (14), Sound Link (15), Invisibility (11), PROBABILITY TRAVEL (16), Dream Travel (13), Intellect Fortress (14), Tower of Iron Will (15) Description: Therros is a huge half orc (6’ 2”) of about 250 lbs. with uncharacteristic blond hair and blue eyes. He is remarkably handsome and intelligent looking for one of his kind. His wares loose fi tting swashbuckler style clothing and has a gem encrusted nose ring. A spike headed mace made of fi ne steel hangs from his belt, as does a sheathed scimitar.

Commander Caine Commander Caine THAC0: 18 (14-two handed sword) (16/13-arquabus) (16-starwheel) Giff 1st mate Fighter(Marine kit) 3rd Al: NE AC: 4 MR: 10% Hp: 32 S: 19 (+4/+7) D: 10 C: 15 I: 10 W: 10 Ch: 13 (+1) Non-Weapon Profs: Spacemanship (11), Signaling (8)

APPENDIX VIII: R’PLEETA NPC’S APPENDIX VIII: R’PLEETA NPC’S

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Weapon Profs: Arquabus prof. & spec., Bombard, Starwheel prof. & spec., 0g combat, 2-handed Sword prof & spec, Two Handed Style Languages: Giff speak & w/r, Space Common Items: Chain Mail +1 (Giff sized), Ring of de-petrifaction, Keoghtom’s Ointment Weapons: x2 two-handed swords, Triple Barrel Arquabus +2 of marksmanship (+2/+5 vs. non-living objects) Description: Commander Caine is a very imposing warrior to say the least, standing 9 feet tall he easily out sized many other giff. With a barrel chest, huge fore arms and maws for fi sts, no one, save the captain, aboard the Loki’s Own dares question an order given by Caine. And this is just how Therros likes it. Caine is an anomaly among giff, as his evil alignment would suggest. Unlike most other giff, Caine enjoys pirating, plundering, looting, and murdering. He, however, does not have any ambitions to become captain, as a captain’s duties would confl ict with leading a raid on another’s ship or town. Although, he scrutinized his subordinates to detect signs of ambition and quickly and publicly crushes those with high ambition.

Z’L’or Z’L’or THAC0: 19 (17-dagger) Rastipede Helmsmen Mage/Thief 4/4 Al: CE AC: 0 Hp: 21 S: 10 D: 17 (+2/-3) C: 16 I: 17 W: 10 Ch: 10 Non-Weapon Profs: Tumbling, Looting, Observation, Alertness, Cartography, Fortune telling, Heraldry, Navigation-Wildspace, Navigation-Phlogestion, Planetology, Spelljamming, Spellcraft Weapon Profs: Dagger Languages: Rastipede speak & w/r, Space Common Items: Mierest’s Starlit Sphere Weapons: Throwing Dagger of Returning, Wand of Color (50), Wand of Magic Missiles (60) Spellbooks: 1st level: D. magic, R. magic, magic missile, mending, prot. F. good, push, unseen servent, wall of fog, wizard mark 2nd level: summon swarm, wiz lock, web, stinking cloud, D. psionics, mystical writing, displace self 3rd level: air sphere, chill fi re, dispel magic

Tiz-K’Mur Tiz-K’Mur THAC0: 19 Rastipede Helmsmen Mage/Thief 4/4 Al: NE AC: -1 Hp: 20 S:10 D: 17 (+2/-3) C: 16 I: 17 W: 10 Ch: 9 Non-Weapon Profs: Tumbling, Looting,, Observation, Alertness, Cartography, Fortunetelling, Heraldry, Navigation-Wildspace, Navigation-Phlogistion, Planetology, Spelljamming, Spellcraft Weapon Profs: Staff Languages: Rastipede speak & w/r, Space Common Items: Ring of Human Infl uence, Potion of Phosphorence, Ring of Shield Weapons: Iron Staff of Shocking Grasp (20), Wand of Fire (4) Spellbooks:

1st level: D .magic, R. magic, chromatic orb, sleep, unseen servant, identify, wizard mark, burning hands 2nd level: M’s acid arrow, battering ram, alter self, blur, darkness 15’ R, D. invisibility, locate portal 3rd level: non-detection, tongues, fl ame arrow

Hadozee crew (x30) Hadozee crew (x30) Fighter 1st level Al: N AC: 6 THAC0: 20 #atk: 1 DMG:1d6 short sword or spear Hp: 10, 10, 9, 9, 8, 8, 8, 8, 7, 7, 7, 7, 6, 6, 6, 6, 6, 5, 5, 5, 5, 5, 4, 4, 4, 2, 2, 2, 2, 2

Daughter Pearl Daughter Pearl Follower of the Cult of the Dark 8 THAC0: 19 (18-whip & pitch fork) Tiefl ing Cleric 3 Al: LE AC: 7 Hp: 16 S: 17 (+1/+1) D: 15 (-1) C: 10 I: 13 W: 16 Ch: 16 Non-Weapon Profs: Portal Feel, Direction Sense, Spellcraft, Planar Religion Weapon Profs: Whip, Pitch fork, scimitar, Crushing/Cleaving Languages: Planar Common (Speak & w/r), Space Common (Speak & w/r) Major Access: Minor Access: Items: Unholy symbol, Unholy Water, Rod of Pain (wrack with pain or save vs. spell), Daughter Pearl’s Journal, Scroll of Cure Light Wounds (x3) Weapons: Cat of 8-tails (Whip 1d4 hp), Pitch fork (1d6 hp), Description: Daughter Pearl is the tiefl ing offspring of a Pitfi end and a human. From her fi end father she inherited goat-like legs, rams horns, and skin color of pitch black. From her devotion to the Cult of the Eight she can summon 1d3 Lemure once per day. Where it not for her demonic features, she would be a very beautiful woman. She looks to be about 25 in human years, but something in her eyes makes her look much older. As a Tiefl ing she has the special ability to charm person once per day. She came across Therros and his pirate band fi ve years ago in Spiral space. While she was in Baator, she was being chased by a group of Tanar’ri. Next, she came across a portal and went through. She ended up deep in the wildspace of Sprialspace. Then, Loki’s Own came across her and planned to sell her to slavers. However, once aboard, she proved to be most formidable and was offered a place in their ranks. Soon after, she and Therros fell in a dark form of love. The above paragraph is a summary of Pearl’s journal.

Baatezu - Lemure Baatezu - Lemure AC: 7 HD: 2 #atk: 1 Dmg: 1-3 M 3 Al: LE SD: Regenerate 1 hp/ rd Hp: 12 12 12 Attack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Damage acid . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . full cold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1/2

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electricity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . full fi re . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . none gas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .half magic missile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . full non-magical weapon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . full poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . none

Elves of Aefer-Baer Elves of Aefer-Baer Dwallen Thistlebow, Tayledras (or Dwallen Thistlebow, Tayledras (or Bladesinger) Bladesinger) THAC0: 15 (11-long sword & dagger) (10-bow) Elf elder Fighter/Mage 6 / 7 Al: CG AC: 0 Hp: 35 S: 9 D: 10 C: 9 I: 20 (senile) W: 20 Ch: 15 Depth: 4th Arcs: 25 Languages: Elven speak & w/r, Space Common speak & w/r Items: wand of lightning (50/6) (glass), wooden ring of regeneration (vampiric), elven chain +3, boots of fl ying (Mv18, MC B) Weapons: long sword +2, dagger +2, composite longbow +1, fl ight arrows +2 (x7) Spells: He’s now senile and cannot cast spells anymore. Description: Dwallen is an old moon elf originally from Realmspace. He is currently 657 years old, by far the oldest elf on R’Pleeta. He stands 6’1” at 150 lbs. with long gray hair. A deep scar from a long healed gash runs down the side of his face from the top of his head down to his chin. Concealed under his clothing, he wares an exquisite suit of elven chain mail +3. Hanging at his belt is a long sword +2, and a dagger +2. Along his back a fi ne longbow +1 and a quiver are draped. His mental faculties are impaired similar to senility in humans of old age. This is due to a head wound he suffered in the original crash of their ship. Also, no clerics survived the crash, so Dwallen has not been healed. He is the eldest and to a lesser extent the leader of Aefer-Baer. The other elves look up to him and enjoy the spurts of wisdom he has to offer. But, true leadership belongs to his she’kreth’ashke, or wife, Ariel Starblade, the second oldest elf in Aefer-Baer. Normally, elves of half his and his wife’s age go on to the next world to eternal bliss. However, they cannot ascend to Avanaith and do not know why. This makes both of them very sad whenever their age is mentioned.

Ariel Starblade, Fae (or Magic Worker) Ariel Starblade, Fae (or Magic Worker) THAC0: 20 (18-staff) (17-knife) Elf leader Mage 3 Al: CG AC: 1 Hp: 10 S: 9 D: 15 (-1) C: 10 I: 20 W: 19 Ch: 16 Languages: Elven speak & w/r, Space Common speak & w/r, Dwarvish speak & w/r, Kender, Gnomish, Lizardman Items: Ring of Telekinesis, Wand of Magic Missiles (100/20), Necklace of Protection +2, Elf Mail +1 (under dingy white silk robes) Weapons: staff of striking +2 (iron), knife +3 (silver)

Spellbook: 1st level: Bloom, magic missile, R. magic, D. magic, shocking grasp, wizard mark, identify, protection from evil, wall of fog, detect secret passages and portals, chromatic orb, Moonglow, N’s fl ash 2nd level: camoufl age, seeking, speedmount, continual light, detect invisibility, levitate, wizard lock, M’s acid arrow, M’s earthen grasp, fi lter Description: Ariel Starblade is another ancient elf and the only living elf besides Dwallen to survive their original crash. All the other elves that survived the crash to R’Pleeta have died at the hands of the goblinoids over the last couple of hundred years. Her remarkable age is now 602 years old. Her long silver hair still beautifully lays over her shoulders and down her back masking her age. She wares the white robes of some magical group, now long forgotten. A silver chain with a platinum dragon pendant hangs around her neck. She is a Silvanesti elf, originally from Krynn. She stands at 5’ 4” and walks with a quarter staff made of iron. Her precious spellbook rests in a small sack at her waste.

Sorontar Greenleaf Sorontar Greenleaf THAC0: 19 (17-LS) (14/16-bow) Elf scout Ranger 2 Al: CG AC: 4 Hp: 17 S: 17 (+1/+1) D: 17 (+2/-3) C: 15 (+1) I: 12 W: 11 Ch: 13 Non-Weapon Profs: Tracking, Weather Sense, Rope Use, Observation Weapon Profs: bows, comp longbow spec, long sword prof & spec, dagger Languages: Elvish speak & w/r Items: leather boots of elvin-kind, studded leather armor, buckler, Weapons: long sword +1, comp longbow +1, arrows +2 (x8), sheaf arrows x10 Description: Sorontar is a young elf of about 100 years. His long black hair is long and unkempt. Also, he has a wild look in his green eyes. He has a strong build under his studded leather armor. His dark features contrast his pale skin. A bow is strung across his back and a long sword hangs at his side. His tan clothes seem to be made from some sort of woven plant. The longer you look at the young elf, the more you notice he has the characteristics of both a Moon Elf and some other type instead of the wild elf that he fi rst appears as. Of all the elves of Aefer-Baer, he is the most experienced scout. He alone is fl uent in the silent tongue of the Tel’Sy and is the current messenger between the two elf cultures.

Misc. Elf Warriors (x 10) Misc. Elf Warriors (x 10) THAC0: 19 (17-Sword & Bow) Al: CG AC: 8 DMG: 1d8/1d6 Hp: 12 each

Misc. Elf Maidens (x5) Misc. Elf Maidens (x5) THAC0: 20 (19-Sword & Bow) Al: CG AC: 9 DMG: 1d6/1d6

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Hp: 8 each

Elf Children (x10) Elf Children (x10) TACH0: 20 Al: CG AC: 10 DMG: 1d2/1 Hp: 3 each

Scro of the Scro of the OmniscientOmniscient Lieutenant Dugak Lieutenant Dugak THAC0: 15 (11-axe) (8-crossbow) (12-katana) Scro leader Fighter/Mage 5/4 Al: LE AC: 3 MR: 10% Hp: 49 S: 18/88 (+2/+4) D: 18 (+2/-4) C: 18 I: 18 W: 13 Ch: 17 (+6/+6) Non-Weapon Profs: Observation, Cartography, Heraldry, Spellcraft, Navigation-Wildspace, Signaling, Spacemanship Weapon Profs: Crossbow, Bolas, Katana, Battle Axe, Punching x3, Catapult, 0g Combat, Two Weapon Style Languages: Elvish speak & w/r, Scro speak & w/r, Space Common speak & w/r Items: Potion of Healing II, Scroll of Communication, Pearl of Power Weapons: double headed battle axe of throwing +2, crossbow +1 of speed III, red bolts +4 (x3), katana +1, bola Spellbook: 1st level: R. magic, D. magic, identify, wizard mark, armor, burning hands, hold portal, sleep 2nd level: vocalize, M’s acid arrow, D. psionics, cloak undead, battering ram, invisibility, glitterdust, blindness Description: Dugak is not a good-looking scro, but has a powerful presence. He stands at a meager 5’11” but is powerfully muscled at about 250lbs. A large pearl hangs around his neck, set in a gold necklace. He wears no armor but is far from defenseless. Attached to his belt are a gleaming katana, a bola, and a quiver of crossbow bolts. Strapped to his back is a heavy crossbow. He walks with his double headed battleaxe made of fi ne steel with dwarvish runes etched along it’s blades. Dugak wears tight fi tting, black leather breeches and tunic, which exaggerates his muscular physique, to keep back the cold winds of R’Pleeta.

Bosun Grummar Bosun Grummar THAC0: 18 (16-spear) Spell Depth: 2nd Winds: 7 Arcs: 6 Hp: 20 war priest Mage/Priest 3/3 AL: LE MR: 10% AC: 2 S: 16 (0/+1) D: 17 (+2/-3) C: 16 I: 16 W: 16 (17) Ch: 10 Lanuages: Scro speak & w/r, Elvin, Space Common speak & w/r Items: Ring of Regeneration: Pearl of Wisdom, Greek Fire Bomb, Scroll of spells (CLWx3, CSWx2, CCW), Wand of Magical Detection Weapons: Long Spear +2, Dagger Spheres: All, Charm, Elemental, Guardian, Healing, Protection, Summoning Spellbooks:

1st level: R. magic, D. magic, hold portal, wizard mark, identify, comp. languages, shocking grasp, shield, color spray, charm person, feather fall, grease, phantasmal force 2nd level: undead mount, cat’s grace, strength, improved phantasmal force, N’s black mote, B’s silencing hand, M’s encompassing vision, blade thirst, D. invisibility

Corporal Vakrom (Marine) Corporal Vakrom (Marine) THAC0: 18 (16-LS/SS) (15-Arq/Punch x3) (16/17-Dag) Hp: 31 Scro 3rd in command Fighter 3 Al: LE MR: 10% AC: 3 S: 17 (+1/+1) D: 16 (+1/-2) C: 18 I: 11 W: 10 Ch: 13 (+1) Languages: Scro speak & w/r, Elvish, Space Common, speak & w/r Items: Greek Fire Bomb, Dust(to throw into eyes of enemy), chain mail armor Weapons: Long Sword, Short Sword, Arquabus, Dagger

Private Agsorc Private Agsorc THAC0: 19 (17-Scim/Arq) (17/18-dagger) (16-punch x2) Hp: 17 Scro Marine Fighter 2 Al: LE MR:10% AC: 5 S: 18/31 (+1/+3) D: 16 (+1/-2) C: 16 I: 12 W: 9 Ch: 10 Languages: Scro, speak & w/r, Elvish, Space Common Items: Greek Fire Bomb, Spiked Leather Armor w/ sleep poison Weapons: Scimitar, Dagger, Arquabus

Private Olbet Private Olbet THAC0: 19 (18-Scim) (17/18-dagger) (17-Arq) (17-Punch x2) Hp: 21 Scro Marine Fighter 2 AL: LE MR: 10% AC: 5 S: 16 (0/+1) D: 16 (+1/-2) C: 17 I: 10 W: 10 Ch: 9 Languages: Scro speak & w/r, Elvish Items: Greek Fire Bomb, Spiked Leather Armor Weapons: Scimitar, Dagger, Arquabus

Goblin-kin of R’Pleeta Goblin-kin of R’Pleeta Goblins (x20) Goblins (x20) AC: 10 M 6 HD: 1-1 THAC0: 20 #atk: 1 DMG: 1d6 (spear) Hp: 7, 7, 7, 7, 6, 6, 6, 5, 5, 4, 4, 4, 4, 3, 3, 3, 3, 2, 2, 1

Hobgoblins (x15) Hobgoblins (x15) AC: 8 M 9 HD: 1+1 THAC0: 20 #atk: 1 DMG: 1d6 (s-s) Hp: 8, 8, 8, 7, 7, 6, 6, 5, 4, 4, 4, 3, 3, 3

Orcs (x20) Orcs (x20) AC: 10 M 12 HD: 1 THAC0: 19 #atk: 1 DMG: 1d6 (club) Hp: 8, 8, 8, 7, 7, 7, 6, 6, 6, 5, 5, 5, 4, 4, 4, 3, 3, 3, 2, 2

Orogs (x15) Orogs (x15) AC: 10 M 12 HD: 3 THAC0: 17 #atk: 1 DMG: 1d10 (l-s) Hp: 15, 13, 11, 10, 8, 8, 7, 7, 6, 6, 5, 5, 4, 2, 2

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Ogres (x11) Ogres (x11) AC: 5 M 9 HD: 4+1 THAC0: 17 #atk: 1 DMG: 1d10+2 (club) Hp: 26, 24, 24, 23, 22, 22, 21, 19, 17, 16, 15

Ogre Magi (x3) Ogre Magi (x3) AC: 4 M 9, Fl 15 (B) HD: 5+2 THAC0: 15 #atk: 1 DMG: 1d12 (club) Spell Depth 3rd Arcs: 14, 14, 14 Hp: 35, 25, 19 Spellbook: 1st level: D. magic, R. magic, affect normal fi res, charm person, color sapray, enlarge, magic missile, shocking grasp, catapult, D. secret passages and portals 2nd level: blast bones, bind, darkness 15’R, D. good, fl aming sphere, strength, M’s acid arrow, waves of weariness, M’s earthern grasp, displace self 3rd level: fl y, lightningbolt, enhance rating, vampiric touch, haste, hold person, darkning bolt, battlecurse, augment undead

Miscellaneous CreaturesMiscellaneous CreaturesBuzzjewel, Swarm of Buzzjewel, Swarm of THAC0: 19 AC: -3 M 3, Fl 24 (A) HD: 1+1 #atk: 1 DMG: 1d8 + poison MR: 45% Al: N Int: Animal (1) Sz: 6” long Hp: 8 each

Great Swans, Flock of 7 Great Swans, Flock of 7 THAC0: 15 AC: 5 M 6, Fl 36 (B), (C) when mounted, Sw 18 HD: 3+3 Al: CG Int: Low (5-7) Sz: L (10’ long, 28’ wingspan) #atk: 2 DMG: 1d6/2d6

Gullions, Squalk of 30 Gullions, Squalk of 30 THAC0: 20 AC: 10 (6 in fl ight) M 10, Fl 12 (B) HD: 1 Al: N Int: 1 Sz: S (3’) #atk: 1 DMG: 1d2 # appearing: 10-100

Pyroserpent Pyroserpent THAC0: 17 AC: 5 M 6, Fl 9 (B) HD: 3+2 Al: N Int: Semi (2-4) #atk: 2 Sz: M (15’ long) DMG: 1d3/2d4 SA: Constriction, Spore SD: Death Explosion Hp: 18

Lutum (Mud-Woman) Lutum (Mud-Woman) THAC0: 15 AC: 7 M12, 18 rolling HD: 6 Al: LE Int: 15-16 #atk: 1 or 3 DMG: 1d6(x2), 1d8 or by weapon SA: Smothering, spells Sz: M (5’ tall)

Dudgeon Dudgeon Priest of Lar-Theshk (aka Nerull from Greyspace) 8th level

Valley Elf Wears only blue robes and an amulet. Dudgeon was a high priest of the Ceraldrean and the leader of I.E.N. forces on R’Pleeta. He was to oversee the penal planet’s inmates, the goblin-kin, after the fi rst Inhuman War’s conclusion. However, he went mad with power and began to torture them. His followers were concerned, but he professed that it was the will of their gods. Consequently, they carried out his wishes, reluctantly. In actuality, the elven gods took great offence to the lowering of their peoples to that of the goblins. Not to mention that Dudgeon did this in their names. The gods turned their back on Dudgeon and removed him from their sight. The other elves exiled him from Min Vyusher. In the wilds of R’Pleeta he found a new religion, that of Nerull. He built a temple to that god on the solid ground of in the middle of the mud plains. Dudgeon recruited many goblin-kin and converted them to his religion. When, his followers were numerous enough; he led them in an assault on his former stronghold, Min Vyusher. While the I. E. N. stronghold was destroyed and its inhabitance scattered to the barren lands of R’Pleeta, Dudgeon, himself, was captured in Min Vyusher. The last elven priest used a magical candle to entrap the invading goblin-kin and Dudgeon in temporal stasis. Here he resided, ever timeless, in the lowest level of Min Vyusher.

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APPENDIX IX: NPC SPELLBOOKS APPENDIX IX: NPC SPELLBOOKS

Z’Lor Z’Lor 1st level: D. magic, R. magic, magic missile, mending, prot. F. good, push, unseen servent, wall of fog, wizard mark 2nd level: summon swarm, wiz lock, web, stinking cloud, D. psionics, mystical writing, displace self 3rd level: air sphere, chill fi re, dispel magic

Tiz-K’Mur Tiz-K’Mur 1st level: D .magic, R. magic, chromatic orb, sleep, unseen servant, identify, wizard mark, burning hands 2nd level: M’s acid arrow, battering ram, alter self, blur, darkness 15’ R, D. invisibility, locate portal 3rd level: non-detection, tongues, fl ame arrow

Fae Ariel Starblade Fae Ariel Starblade 1st level: Bloom, magic missile, R. magic, D. magic, shocking grasp, wizard mark, identify, protection from evil, wall of fog, detect secret passages and portals, chromatic orb, Moonglow, N’s fl ash 2nd level: camoufl age, seeking, speedmount, continual light, detect invisibility, levitate, wizard lock, M’s acid arrow, M’s earthen grasp, fi lter

Lieutenant Dugak Lieutenant Dugak 1st level: R. magic, D. magic, identify, wizard mark, armor, burning hands, hold portal, sleep 2nd level: vocalize, M’s acid arrow, D. psionics, cloak undead, battering ram, invisibility, glitterdust, blindness

Bosun Grummar Bosun Grummar 1st level: R. magic, D. magic, hold portal, wizard mark, identify, comp. languages, shocking grasp, shield, color spray, charm person, feather fall, grease, phantasmal force 2nd level: undead mount, cat’s grace, strength, improved phantasmal force, N’s black mote, B’s silencing hand, M’s encompassing vision, blade thirst, D. invisibility

Ogre Magi Ogre Magi 1st level: D. magic, R. magic, affect normal fi res, charm person, color sapray, enlarge, magic missile, shocking grasp, catapult, D. secret passages and portals 2nd level: blast bones, bind, darkness 15’R, D. good, fl aming sphere, strength, M’s acid arrow, waves of weariness, M’s earthern grasp, displace self 3rd level: fl y, lightningbolt, enhance rating, vampiric touch, haste, hold person, darkning bolt, battlecurse, augment undead

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APPENDIX X: HERBS OF R’PLEETA APPENDIX X: HERBS OF R’PLEETA ALDAKA (Shaun Hately from ICEs “MERP” RPG) Available: Winter 5%Climatic Zone: Cold Locale: Mountains Preparation: 1 week Cost: 100gp/ 1000gpUses: 1Ability Check: Int.

The roots of this plant must be brewed over a low fi re for one week, and the resulting distillation drunk. If used successfully, sight will be restored to the recipient provided the eye remains.

ARFANDAS (Shaun Hately from ICEs “MERP” RPG)Available: Autumn, Winter 50%Climatic Zone: Cold Locale: Rivers Preparation: 1 dayCost: 2 sp/ 3 spUses: 4Ability Check: Int. -6

If the stem of Arfandas is bound up in the dressing of a fracture, it will double the rate of healing for that fracture.

ARLAN (Shaun Hately from ICEs “MERP” RPG) Available: Autumn 60%Climatic Zone: Cold Locale: Grasslands Preparation: none Cost: 20 sp/ 20 spUses: 1 Ability Check: Int. -5

The leaf of Arlan when applied to a wound will heal 1 hp of damage if it is used within 5 rounds. Arlan will also speed a person’s recovery from respiratory illness by 5 times.

ARNICA (Shaun Hately) Available: Summer 25% Climatic Zone: Temperate, Cold Locale: Mountains Preparation: none Cost: 1 gp/ 1 gp Uses: 1 Ability Check: Int. -6

This plant grows to a height of 1 - 2 feet. It has a hairy stem on which its leaves are arranged in pairs. It has orange fl owers. These

fl owers should be plucked and dried, and then boiled in a liter of beer. This is applied to a compress, which is wrapped around a bruise. A successful application will cause the bruise to fade in 1 day. The pollen of the fl owers if inhaled will cause uncontrolled sneezing. A phial of Arnica carried with a person’s pocket is also reputer to help a person quite smoking.

ARPUSAR (Shaun Hately from ICEs “MERP” RPG)Available: Autumn 40% Climatic Zone: Cold Locale: Rivers Preparation: 1 weekCost: 7 gp/ 30 gpUses: 2Ability Check: Int. -7

The stalks of this plant must be brewed for one week in fresh water at the end of which time it may be drunk. If it is successful, it will heal any damage to a person’s muscles that are capable of healing naturally within one day.

DARSURION (Shaun Hately from ICEs “MERP” RPG)Available: Winter 50% Climatic Zone: Cold Locale: MountainsPreparation: noneCost: 3sp/ 3 spUses: 1Ability Check: Int. -6

The leaves od Darsurion when applied to a wound will heal 1 hp of damage if used within 3 rounds. The effect is not cumulative.

DRAGONWORT (Shaun Hately)Available: Spring 25% Climatic Zone: Cold Locale: Mountains Preparation: 3 days Cost: 100gp/ 300gp Uses: 1 Ability Check: Int.

The plant has a gnarled, erect and cylindrical stem. It has wavy leaves, dark green on top, bluish green undeareath. It has pink fl owers that cluster in a spike at the top of the stem. The root of this herb should be boiled over o low heat for three days, and the infusion drunk by people with smallpox and the plague in order

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to effect a cure. The value of this herb increases greatly in times of plague.

GUARDSEYE (Maya Kniese)Available: Always 5% Climatic Zone: Cold Locale: Grassland Preparation: 20 minutes Cost: 100gp/ 100gp Uses: 1d4 Ability Check: Int. -3

This 40-cm high perenial has smooth, dark blue leaves and a woody stem. It has white, cup-like fl owers, with purple fl ecks on the inside. In autumn, the plant dies except for a thick root that can be up to 50-cm long, but even dead, it does not shed its leaves. Thus, the all year availability, for it is the leaves that are important. When cooked in water, the resulting tea will grant the drinker the ability to detect all life forms within 500-m. This includes hidden, invisible, phased, ethereal, and similarly affected creatures. The effect lasts for fully 6 hours.

LAISHABERRIES (Maya Kniese)Available: Summer, Autumn 10% Climatic Zone: Cold Locale: Forest Preparation: none (1 day for jelly) Cost: 20gp each/ 40gp for jelly Uses: 3d20 Ability Check: Int. -3

Laishaberries, also known as fruit of silence, grow on dark green, knee-high bushes. The leaves of the bushes are hard and waxy, and stay on long into autumn, sometimes even into winter. Concealed under the leaves, the red, cherry sized berries grow. In spring and early summer, the bush grows small, fragrant, wax blue fl owers. The berries taste quite bland themselves, although they can be used to add a special Taste to all kinds of jellies. When ripe, the berries can be eaten raw, and will each heal 2 hp of damage, or speed the recovery from most diseases. However, they will also render the eater mute for 20 minutes for each berry eaten. Also, if more than 5 or 6 berries are eaten at a time, a saving throw vs. poison is required to avoid severe stomach cramps. A jelly made from the berries themselves loses both the healing and silencing powers (and the danger of cramps) of the fresh berries, but the curative effects for most diseases is doubled; fresh berries reduce the recovery time by one day for each berry eaten, the jelly halves the time.

MEGILLOS (Shaun Hately from ICEs “MERP” RPG)Available: Winter 75% Climatic Zone: Cold Locale: Mountains

Preparation: none Cost: 1gp/ 3gp Uses: 1 Ability Check: Int.

The leaves of this herb increases a character’s eyesight for 1 turn. They can see twice as far, and when in missile combat, all ranges are treated as if one less.

MIRENNA (Shaun Hately from ICEs “MERP” RPG)Available: Winter 60% Climatic Zone: Cold Locale: Mountains Preparation: none Cost: 10gp/ 10gp Uses: 1 Ability Check: Int. -2

The berries of Mirenna will heal 1d2 when eaten.

UR (Shaun Hately from ICEs “MERP” RPG)Available: Winter 70% Climatic Zone: Temperate Locale: Grassland Preparation: none Cost: 3gp/ 3gpUses: 4 Ability Check: Int.

Ur can be used as a substitute for one day’s food. It cannot be used for more than three days or a character will begin to suffer -2 to all statistics. When any statistic is less than 3, the character becomes comatose, when any staststic reaches 0, they die. A character will regain 1 statistic point per day with food and medical care, but will remain incapacitated until all statistics reach normal levels.

ZUR (Shaun Hately from ICEs “MERP” RPG)Available: Winter 60% Climatic Zone: Cold Locale: Underworld Preparation: 6 hours Cost: 12gp/ 50gp Uses: 2 Ability Check: Int

This fungus must be brewed for six hours. A successful roll means that a person’s sense of smell and of hearing are doubled for one hour.

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Genie Stones Genie Stones The Genie Stones consist of a set of seven gems. Every “stone” is of a different shape and type of gemstone. Each appears to be a fi nely crafted gem of its sort, each inlayed in gold with a single elven rune. All of the gemstones are small, about an inch at its longest point. Although crafted countless millennia ago, they look as if they were just cut by a master jeweler. If a detect magic spell or similar divination magic is used on the ‘stones’, a moderately strong (rating 3) alteration and conjuration aura will be visible on each one. Each individual gem has a special power usable once per day. The special power of each “stone” is commanded into being by grasping the stone and saying aloud, in elven, the letter of the inlayed rune. The item speed factor of each stone’s special power is 1. The special powers are arranged below as follows.

Gem Type Cut RunePower (12th level)

Bloodstone oval E (e) Fire Seeds

Ruby pear L (el)Chariot of Sustarre

Emerald step-cut A (a)Transport Via Plant

Amber baguette N (en) Flame Strike

Amethyst heart D (dee)Cure Critical Wounds

Sapphire star A (a) Control Winds

Topaz rose R (ar) Heal

The Genie Stones were crafted by the elven clerics of Spiral long ago. The Spiral elves’ kind and just nature was known not only to all in this sphere, but also, to the genies of the elemental plane of air. It is not known how their rapport was formed, but a deep loyalty exists between their two races. To summon the genie king to this plane, fi rst, all seven stones must be brought together. Then, the word Elandar, his name, must be used in a sentence calling him forth. The following events occur in order as follows:

Round 1: The sky clouds up and begins to darken. Round 2: Winds begin to howl. Round 3: Thunder and lightning begins.

Round 4: Sky becomes dark as night. Round 5: The stones begin to pulse and glow with magical

energy. Round 6: Wind intensifi es. Round 7: Thunder and lightning intensifi es. Round 8: The gems glow brighter and brighter. Round 9: The stones fl oat into the air and spin in a circle. Round 10: Magical energy shoots from each stone into the sky

and in a bright fl ash of multi-colored light, a huge genie appears.

Now, the genie will ask his summoner for a wish to grant. After the wish is asked for and granted, the genie disappears in a bright fl ash of light. Next, all seven gems streak high into the sky and then they all shoot in seven different directions. From the ground, their streaks are highly visible. Within a turn, all the atmospheric changes brought on by summoning the genie king will dissipate.

The Diamond of The Diamond of ElandarElandar

This slender diamond is of unusual size and shape. The clear stone is about a foot tall, three inches in diameter at the head, fl at on top, with a long point at it’s bottom.. The entire surface of the gem is covered with gold inlayed elven runes. This item is one of

the ways in which the Genie Stones can be tracked down. If a detect magic spell or similar magic is used on the diamond, a weak (rating 2) aura of divination can be found. The way this item is used, is by placing it against the user’s forehead and a general ‘feeling’ of the distance of each stone will be known. The user may focus on only one stone at a time, but can switch to any other stone from round to round. An evil, human wizard, who wanted to gather the Genie Stones in order to make a wish of immortality, enspelled the diamond over a thousand years ago. His wish was granted and his reign of terror began. Thankfully, he was later defeated by a group of adventurers. Although they could not defeat the evil mage for good, they did manage to lock him in a pocket dimensional prison deep in the ethereal plane. Since then, his diamond has been used be many to gather the genie stones. Lastly, the Diamond was in the hands of the original elves of R’Pleeta, the IEN overseers of a goblin-kin penal planet. It still lays in the their ruined temple deep under their old stronghold.

APPENDIX XI: NEW MAGIC APPENDIX XI: NEW MAGIC