A few weeks back I received a question from George Cameron. Take it away, George!
I actually have a request of you, if you do that sort of thing. Would you be willing to do a conversion of the Tsunami and/or Locust from the Realmspace book? I’m about to start using your material in our 5E Kara-Tur game, and I thought having a carrier battle with this monstrosity would be fun. I hope it isn’t rude of me to ask!
It’s not rude at all. I’m more than happy to help. First some background. Realmspace was the second Spelljammer Accessory product released for 2nd Edition Advanced Dungeons & Dragons. It was written by Dale “Slade” Henson. Realmspace provided Dungeon Masters and players with the tools to bring Spelljammer rules into the Forgotten Realms, one of D&D’s most popular settings. This supplement introduced two new types of Spelljammer ships, the Locust and the Tsunami, that originated from Kara-Tur. Kara-Tur was originally its own D&D setting based off of medieval Asian culture. However, in 2nd Edition AD&D Kara-Tur was officially made part of the Forgotten Realms. If you’re interested, the Sword Coast Adventurer’s Guide has information about Kara-Tur for 5E . Okay, enough of that. Let’s get to it! I will be covering the Tsunami in this post and will detail the Locust in a future post.
Continue reading Monks in Space: The Tsunami
One of the most fascinating (and dangerous) creatures that you may encounter on your journeys through space is the Autognome. This monster originally appeared in Monstrous Compendium 9, the second collection of Spelljammer monsters for 2nd Edition AD&D. Here is the 5e conversion that I will be using for my Spelljammer campaign.
Continue reading Autognome: Spelljammer Bestiary
Aibos is the closest planet to the sun in Mainspace. Spelljammers from Dastrion eagerly set out to explore the planet and its moons. However, Aibos was found to be a harsh and unforgiving world incapable of sustaining life. Despite this Aibos and its two moons have still played important roles in the history of Mainspace. Continue reading Aibos: War of the Pirates Campaign
The Reapers of the Black Sun are a cult that has foregone the worship of traditional gods. Instead they draw their divine power from worshiping the chaotic nature of the universe. Chief among their objects of worship are black holes. The Reapers of the Black Sun have been able to magically harness a small amount of the power of a black hole creating the Entropy Grenade. Although rare among non-cult members, these grenades are heavily utilized by the Reapers.
Made with the Homebrewery. Make your own homebrew here.
We are now two sessions past our disastrous first session of the Spelljammer campaign and the game has markedly improved. However, there are still some rules issues that need to be corrected before the conversion really works. One of these issues is how durable I originally made a Spelljammer ship. Continue reading Correcting Spelljammer Ship Stats
The War of the Pirates campaign is set in a unique Crystal Sphere known as Mainspace. This single star system is made up of four planets, their moons and an asteroid belt called the God Smashed Cluster. All of the traditional fantasy races exist among the worlds of Mainspace along with other races such as the Minotaur, the Giff and the Githyanki. Here years of war between pirates and elves and war between pirates have finally reached an uneasy balance. Continue reading War of the Pirates: The History
I thought it might be interesting to detail the events of our ongoing Spelljammer campaign here on the blog. So this is that then! Today I will be sharing the character backstories as written by the players, Brandon, Nicole, Cora, Dale, and Jack, along with some of my thoughts on each character. Enjoy! Continue reading War of the Pirates Campaign: Character Introductions
Living among the celestial bodies of known space are huge space-faring dragons. The largest of these creatures is the solar dragon. Solar dragons vary in coloration by age with wyrmlings being a fiery red, young dragons being orange, adult dragons being a brilliant yellow and ancient dragons glowing with a bluish white color. Solar dragons are evil and territorial attacking any vessel that they deem a threat to their territory. Continue reading Solar Dragons: Spelljammer 5e Conversion
Converting the Spelljammer rules for magic over to 5e is probably the simplest thing I’ve had to do. Magic in the Second Edition Advanced Dungeons & Dragons rules is essentially the same as it is in the 5e rules. The Spelljammer campaign setting didn’t really add any new rules for magic use so much as it added restrictions to the existing rules. So my conversion of the rules solely hinged on which restrictions to keep and which to jettison. Continue reading Magic: Spelljammer 5e Conversion
There are overlooked game mechanics for a normal D&D adventure that become more important when you transport that adventure into space. As DMs and players we take for granted that certain physics of a fantasy world operate much the same as they do in our world. Characters need to breathe. If they fall from a high place they will take damage. And, fire burns. You may think that these same physics in a Spelljammer campaign would mirror what would happen in our outer space. You would be wrong. Continue reading Air, Gravity & Fire: Spelljammer 5e Conversion