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Astral dreadnought 5e
Astral dreadnought 5e











astral dreadnought 5e
  1. #ASTRAL DREADNOUGHT 5E HOW TO#
  2. #ASTRAL DREADNOUGHT 5E FULL#
  3. #ASTRAL DREADNOUGHT 5E PC#

He brought other dangerous creatures into his manor as well. He made a deal with a blue dragon, Thelashas, to guard parts of the manor in exchange for these objects bringing it food. He performed research inside his chambers as he left magical artifacts around the world to transport people into the manor. Halas created an extra-dimensional manor with about one hundred interconnected rooms. Becoming disgusted with the company of others, he began building a home for himself. Halas was born during the Calamity, long after the floating city of Aeor was destroyed, and raised in Zemniaz, which he referred to as "a half-cocked mageocracy steeped in extremely bureaucratic ways of government." When he grew beyond what it had to offer, he absconded with his research materials and other important things and began traveling the world. Halas identified himself as a "mage of Zeidel", a society based in Zemniaz, one of the floating cities wiped out in the Calamity and the basis of the Zemnian language and the culture of the Empire itself. Yussa Errenis described him as "not a very team player." He was a purely selfish creature. His eyes are a piercing amber-yellow color. He is known to wear a red robe with gold trim and billowing sleeves that folds across his lap, and a handful of rings on his hands. Most ships in the Astral Sea could only function there, but Spelljammers can fly anywhere and even plane shift.Halas is a thin man, with light brown skin, long dark hair that tumbles past his shoulders, and a very thinly-groomed chin beard falling to a point three or four inches below. One detail is that spelljammers themselves were rare and coveted in 4E. It really is a fantastic resource for a whole campaign and is relatively rules light. Various locations drifting through the Astral Plane, such as broken-off pieces of the Outer Planes, islands where souls who were meant to arrive in an Outer Plane got stuck and formed new communities mimicking mortal life, remnants of dead gods, and civilizations such as Mutas and the divine city of Hestavar.Dominion Ships crewed by the souls and celestials of a patron god.Inhabitants: Githyanki, Angels, Couatls, Maruts, Quom, and various planar interlopers.

#ASTRAL DREADNOUGHT 5E FULL#

It pretty much is PlaneJammer and is full of details such as:

astral dreadnought 5e

I know others have already mentioned it, but I can't recommend The Plane Above: Secrets of the Astral Sea enough. I have way more than that, but those are the books I've been looking at the most (as recently as last night actually). The above suggestions are based on my own resource gathering for a very similar project. If you need some extra juice, Dragon Magazine Issues 371, 372, 372, 377 and 378 have solid planar content. As a baseline, and for some good stuff on tech and encounters, I'd suggest an OSR game called Into the Odd. Issue 6 has some good random tools for jamming pests and encounters, and issue 1 has some cool ideas for ship types and stats.

astral dreadnought 5e

There's a 'zine called Crawljammer that's really good as well. From a D&D sourcebook perspective, the 4E sourcebook called Secrets of the Astral Sea has some exellent stuff in it for adventure types and hooks, and the Planeswalkers Handbook is probably the best single resource for quick sketches of all the planes, faces, and hooks. I like the nav and travel stuff there way more than anything from Spelljammer. I'd suggest Skycrawl as a very useful tool. I like Jim Butcher's vision of this in his novel Aeronaut's Windlass, where the ships run on big aether crystals and 'firearms' run on smaller ones.

#ASTRAL DREADNOUGHT 5E PC#

I'd probably make the ships run on tech rather than something a PC or NPC has as an ability.

astral dreadnought 5e

What is the "best of" of Planescape and Spelljammer to incorporate.Īlso, I will be running the game on Fantasy Grounds so I will need some 'jammer ship maps, as well as lots of weird locations. The only ideas I have set in stone right now is that "planejammers" run on psychic power, not magic (although there could be different flavors for different factions ie infernal "souljammers", etc.).

#ASTRAL DREADNOUGHT 5E HOW TO#

What books will be of immediate use for a "smugglers plying the Astral Sea" with a pretty episodic structure.Ģ) I want your perspective on how to most effectively mash up the Spelljammer and Planescape aspects. They will be spending their time smuggling delicacies from Elysium to the Lower Planes and the like, dodging astral dreadnoughts and githyanki pirates.ġ) Help! I need suggestions on what resources to fold into this campaign. After some discussion, one of my weekly groups has decided on a kitbashed PlaneJammer (ie Spelljammer except in the Astral Plane where it belongs) campaign.













Astral dreadnought 5e