Light of Xaryxis - Dungeons & Dragons - Dungeons & Dragons, First Printing, Renton, Washington, 2022 - Wizards of The Coast LLC - 9780786968169 - Anna's Archive
The document outlines the credits and structure for a Dungeons & Dragons adventure titled 'Light of Xaryxis,' which involves characters navigating Wildspace and the Astral Sea to save their home world from an attack by an empire of astral elves. The adventure is divided into four parts, each containing chapters that guide players through various encounters and challenges, culminating in a confrontation with the Xaryxian Empire. It also provides guidelines for character creation, advancement, and running the adventure effectively.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
0 ratings0% found this document useful (0 votes)
409 views70 pages
Light of Xaryxis - Dungeons & Dragons - Dungeons & Dragons, First Printing, Renton, Washington, 2022 - Wizards of The Coast LLC - 9780786968169 - Anna's Archive
The document outlines the credits and structure for a Dungeons & Dragons adventure titled 'Light of Xaryxis,' which involves characters navigating Wildspace and the Astral Sea to save their home world from an attack by an empire of astral elves. The adventure is divided into four parts, each containing chapters that guide players through various encounters and challenges, culminating in a confrontation with the Xaryxian Empire. It also provides guidelines for character creation, advancement, and running the adventure effectively.
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
You are on page 1/ 70
at
CREDITS
Project Lead: Christopher Perkins
‘Writers: Justice Ramin Aman, Sadie Lowry, Jeey Ludwig
'k Directo: Kate Irvin
‘Adventure Developer: Dan Dillon, Christopher Peking
Rules Developer: jeremy Crawford
Editors: Jy Bauer, Kim Mohan
Senior Graphic Designer: Tish Yochum
Graphic Designers: Matt Cole, TystanFaleane
Cover ilustrator: Ekaterina Burmak, Hydro
Interior lustrators: Tor Babbey, Mark Behm, Olivier Bernard,
Zoltan Bore, Bruce Brenneee, Sidharth Chaturvedi, Nikki
Dawes, Simon Dominic, Olga Drebas, Merlin G.C., Suzan
ih, Ralph Horsey, Katerina Ladon, Oly Lawson, Andrew
Mar, Robson Michel, rina Nordsal, Ned Rogers, rai Sparing
Cory Tego-E:dner, Randy Vargas, Campbell Whit, Shawn Wood,
Zuzanna Wu
i
cartographers: Coupleofkooks, Dyson Logos
Concept lustators: Tus Lun
Stat lock Analyste: Makenzie De Armas, Taymoor Rehman
Project Engineer: Cynda Callaway
Imaging Technicians: Danie! Corona, Kevin Yee
Prepress Specialist: Jerson Dunlap
Shawn Wood
This adventure is dedicated to Alex Raymond and Lorenzo Ellic
determined to become the next leader
ice, poses with his solar dragon in
stunning cover illustration
947654321
Fapevnd an Def 20 0 sda ive OP
D&D StupIo
Executive Producer: Ray Wininger
Director of Studio Operations: Kye Brink
Game Architects: jeremy Cranford, Chvstopher Perkins
‘Design Manager: Steve Sct
Design Department: Sydney Adams, judy Bauer, Makenzie De
as, Dan Dillon, Amands Hammon, Sen Petrizar,Taymoor
Rehman, F. Wesley Schneider, James Wyat
‘a Department: Mat Cole, Tystan Falcone, Bree Hels, Kat lew,
0b otdan, Em Ta Trish Yochurn
Senior Producers: Liss Ohanian, Oan Tovar
Producers: Bil Benham, Raber Hawley, Lea
Director of Product Management: Lz Schuh
Product Managers: Natalie Egan, Chv's Lindsay Hilary Ross,
Chris Tulach
Marxering
Director of Global Brand Matketng: Bian Petry
Senior Global Brand Manager: Shelly Mazzancble
‘Associate Global Brand Manager: Sara Chan
Senior Marketing Communications Manager: Greg Tito
Community Manager: Brandy Ca
Social Media Marketing Managers: Nicole Olson joshuz Mortis
t Semple Jr
(ON THE ALt-Cover.
Princess Xedali, illustrated beautifully by Hydro74, aims to
keep her evil brother from inheriting ther father’s throne.
The symbol ofthe Xarysian Empire graces the back coverCONTENTS
Introduction: Wildspace Aws
Adventure Summary
Xaryxis
Adventure Structure
Running the Adventure
‘Adventure Inspiration.
Starting Characters
Character Advancement
Where to Begin?
Sidebar: Using the Starlight
Apparition,
Part l: Seeds of Destruction
Chapter 1: Astral Rain
Astral lights
(Crystalline Vine.
Danger in the Streets.
Trouble atthe Docks.
Possible Endings.
(Chapter 2: Attack ofthe Star Moth
Aboard the Moondancer.
When Elves attack
‘Tracvus Takes Over,
‘othe Rock of Bal
Mind Flayers?
Chapter 3 Treacherous Salvage.
‘The Lucent Edict.
Neogi Raiders.
4
a
4
6
6
Part 2: Terrors of the Void
Chapter 4: Friend Indeed
Nightspder Nightmare.
Welcome tothe Rock
Commodore Krux.
The Second Wind
To the Edge of Wildspace
Ruthless Reigar
Chapter 5: Living onthe Edge
Adrift
Topolah's Tower
Oh, Mommat.
Old Flame,
Gargenhale's Fleet.
‘The Last Breath
Chapter 6: A Grave Alliance.
Ship of the Dead,
Mutiny
Look, Princess!
Part3:Chaos in Doomspace,
Chapter 7: Trust Issues.
Princess Xedali
Old Wounds.
Into the Astral Sea.
Arrival in Doomspace
‘The Aartuks of Aruun
Bulette Time.
20
21
2
2
2
24
25
26
26
26
30
31
31
32
34
35
36
37
38
38
38
39
39
cat
40
Chapter 8: Arena of Blood.
What Coalition?
Vocath's Base
Meeting Vocath,
Arena Battles
Xeleth’s Big Entrance,
CChapter 9; Discord and Diplomacy.
‘The Xaryxian Threat
Alliance in Doomspace.
Assemble the Fleet
Red Dragon Rider.
Part 4: Saviors of the Multiverse
(Chapter 10:Space Invaders.
Knight of Tu'narath
Arrival in Xaryeispace
Attacking the Ci
Final Approach.
Xaryxispace:
Citadel Overview
Chapter 11: Crowning Moment
Arrival at the Citadel
Temple of Light
‘rial by Combat,
Chapter 12: Light of Xaryxis.
Dying Wish
Life or Death
Conclusion
Further Adventures
el.——
1s DUNGEONS & DRAGONS ADVENTURE
begins in a world of your choosing, then
ventures into Wildspace and the Astral
Sea. The characters navigate these envi-
ronments aboard ships that can traverse vast dis
tances by using a magical form of travel known as
spelljamming. Before running this adventure, read
the Astral Adventurer’s Guide, which contains infor
‘mation about these settings and how spelljamming,
‘works, The adventure assumes the characters have
no prior experience with spelljamming—but that is,
about to change!
The information in this book is for the DM's eyes
only. [fyou're planning to play the adventure with
someone else as your DM, stop reading now.
ADVENTURE SUMMARY
This story revolves around the characters’ efforts to
save their home world from an attack by an empire
of astral elves. The attack is underway when the
adventure begins. After taking refuge aboard a
spelliamming vessel, the characters head for the
stars to discover who is responsible for the attack
and how they can save their world,
During the adventure, the characters encounter
‘many space-dwelling creatures, some of which
become companions on the party's voyage. The
characters also meet Princess Xedalli, an astral elf
‘who is embroiled in a power struggle with her twin
brother, Prince Xeleth, over who will rule the em-
pire that currently threatens the characters’ world.
With or without Xedalli’s help, the characters must
assemble an unlikely alliance to strike at the heart
of the astral elf empire.
The characters encounter many grandiose lo:
cationsas the adventure unfolds, including an
asteroid city known as the Rock of Bral and the im-
perial citadel of the astral elves, which orbitsa star
called Xaryxis,
Xaryxis
The light of Xaryxis has nourished the Xaryxian
Empire for millennia, serving as a wellspring for the
‘magical power that the astral elves of Xaryxispace
use to sustain their empire. A thousand years ago,
the star's light began to fade, threatening the elves’
prosperity, so Emperor Xavan turned the dying.
star into a parasite that leaches the life from worlds
using crystal seeds harvested from the star.
INTRODUCTION | WILDSPACE AWAITS!
INTRODUCTION
6Wildspace Awaits!
‘After the elves select a suitable host world, ships
known as star moths release hundreds of astral
seeds into the planet's atmosphere. The seeds fall
from the sky and bury themselves in the ground and.
the oceans of the world, After the astral seeds take
root, they produce enormous crystalline vines. The
tendrils of these vines extend deep into the world
and draw life energy from it. Once the vines have
sapped a world of its energy, a process that can take
months, they send out a bright beam of light that
travels back to Xaryxis, temporarily replenishing
the star's radiance and leaving the host world a
barren husk.
Although Xaryxis shines brilliantly after each re-
plenishment, it isn’t long before the light of Xaryxis,
begins to wane once more, presaging the doom of
another world.
Once astral seeds have taken root on a host world,
there is no easy way to stop the transformation —
the vines are too thick and too numerous to be
uprooted. Destroying the star Xaryxis, which acts
asa lodestone for the astral seeds, is the only way
to free a world from their grip. Ifthe star goes dark,
the crystal vines release their stored energy back
into the host world, shrivel, and die.
ADVENTURE STRUCTURE
This adventure has four parts, each divided into
three chapters. Each chapter is designed to be run.
asa single play experience lasting 2 to 3 hours, with
the expectation that a group should be able to com-
plete the adventure in twelve sessions of play.
Each chapter begins with an overview that gives
you a sense of what is ahead for the heroes and
recaps what has happened so far. There's no telling
howa session will unfold, since the players have
some control over the plot, but the text tries to give
you enough information to run the various creatures
‘and encounters. If the characters do something
unexpected, improvise as best you can while gently
steering them toward their main goal. Each chapter
ends with a cliffhanger to set the stage for the next
session, assuming things go as planned.
The four parts of the adventure are as follows:
Part 1: Seeds of Destruction chronicles the
devastation wrought by the astral seeds on the
characters’ home world and the party's escape
into Wildspace. After fleeing to the Rock of Bral,
the characters seek out Commodore Krux, a gifl,hoping he can help them thwart the Xaryxia
Empire's machinations and save the c!
world in the process.
Part 2: Terrors of the Void deals with the char
acters’ journey to the edge of their Wildspace
system, where they encounter Princess Xedalli
and learn the enormity of the task that lies before
them. The characters head for Doomspace, where
Krux plans to join a coalition of those that oppose
the Xaryxian Empire.
Part 3: Chaos in Doomspace begins with the par-
ty’s arrival in Doomspace, where the coalition they
had intended to join turns out to be a bunch of
quarreling factions. They must find away to u
the factions before attacking the Xaryxian Empire
Part 4: Saviors of the Multiverse describes
Xaryxispace and the characters’ climactic encoun:
ter with Prince Xeleth and the armada under his
command. Finally, the characters arrive at the
imperial citadel, where they discover the true cost
of saving their world and must decide the fate of,
Xaryxis and the Xaryxian Empire before making
the long voyage home.
aracters!
RUNNING THE ADVENTURE
To run the adventure, you need the fifth edition core
rulebooks (Player's Handbook, Dungeon Master's
Guide, and Monster Manual). In addition, you need
the other two books included in this product: Boo's
Astral Menagerie and the Astral Adventurer's Gu
Text that appears in @ box lke this is meant to be
read aloud
paraphrased forthe players when their
characters frst ative at a location or under a specific
circumstance, as described in the text.
Whena creature's name appears in bold type, that’s
a visual cue pointing you to its stat block as a way of
saying, “Hey, DM, you better get this creature's stat
block ready. You're going to need it.” Usually, you
can find the stat block in the Monster Manual; ifthe
stat block is in Boo's Astral Menagerie, the adven
ture’s text tells you so.
Spells and equipment mentioned in the adven.
ture are described in the Player's Handbook, while
magic items are described in the Dungeon Master's
Guide, unless the adventure's text directs you to the
Astral Adventurer's Guide.6
The Astral Adventurer's Guide describes the many
pes of spelljamming vessels mentioned in the
adventure and includes deck plans for each one. At
‘your discretion, you can provide the players with
‘a copy of the deck plans for whatever ship they're
sailing aboard and allow them to manage the ship's
activity during encounters, freeing you to concen:
trate on running the nonplayer characters and
their ships.
ADVENTURE INSPIRATION
Light of Xaryxis is inspired by the 1980 film Flash
Gordon and serialized Flash Gordon comic strips
from the 1930s, The adventure’s heroes, like Flash
Gordon himself, must defeat otherworldly foes to
save their home planet. Campy supporting char.
acters, implausible situations, and over-the-top
dialogue help push the story toward its inevitable
conclusion. Absurd plot twists undercut the sense
of urgency, keeping the heroes on their toes as they
stumble from one cliffhanj
Here are some thingsyou can do to make Light of
Xaryxis feel like the pulpy scifi tales that inspired i:
«+ Watch the 1980 Flash Gordon film. It's not Shak:
s ut the dial quotabl
and sets are fantastic
+ Any nonplayer character who isn't fighting the
heroes should naturally defer to the heroes, giv
ing players the sense that their characters matter
(no matter how puny and insignificant they might
‘seem to their enemies).
+ End each session with a cliffhanger. The adven-
ture already has one at the end of each chapter,
but you can create your own cliffhanger by ending
a session with an unexpected threat, twist, or
revelation
+ When you're ready to begin a new chapter, read or
paraphrase the recap that appears at the start of
the chapter, embellishing it with pertinent events
or memorable quotes from earlier game sessions,
STARTING CHARACTERS
The adventure assumes that the characters start at
Sth level. If your players have characters of lower
level, they will need to go on some other adventures
first to gain enough experience to advance to Sth
level. Both the DUNGEONS & DRaGons Starter Set
and the DUNGEONS & DRAGONS Essentials Kit con-
tain adventures that will take characters from Ist
level to 5th level. Alternatively, you can simply ask
your players to create new Sth-level characters, as
described in the next section,CHaRacrer CREATION
If spacefaring races are common on your world, you
can add backgrounds and races from the Astral Ad-
venturer’s Guide to the list of character options that
players can choose from when creating their charac
ters. As the DM, you decide what is available to your
players and what isn't.
If, during the adventure, a player wants to create a
new character (perhaps because their previous one
died or left the party), that player can roll up a new
character of the same level as the rest of the adven:
turing party, choosing from the options available. If
the party is in Wildspace or the Astral Sea, you can
assume that all the character options from the As.
tral Adventurer's Guide are available,
To create Sth-level characters for this adventure,
players can use the character creation steps out
lined in the Player’s Handbook. In addition to more
hit points, class features, and spells, each character
has normal starting equipment plus 625 gp to spend
on additional nonmagical gear. If youre running a
high magic campaign, each character also gains one
uncommon magic item of the player's choice, sub
ject to your approval.
CHARACTER ADVANCEMENT
‘At the end of each of the adventure's parts, every-
one in the party receives enough experience points
toadvance 1 level so that they are at the level they
should be for the next chapter, as shown in the
Character Levels table. Characters who finish the
adventure advance to 9th level
CHaracter Levets
Part Character Level
1: Seeds of Destruction sth
2: Terrors ofthe Void 6th
3: Chaos in Doomspace 1th
4: Saviors of the Multiverse ath
WHERE TO BEGIN?
‘The adventure begins in a coastal city or port town
on a world where the characters are either seeking
their fortunes or resting between adventures. Since
most of this adventure takes place in Wildspace and
the Astral Sea, the initial setting doesn't have much
effect on how the adventure will play out. The char.
acters’ home world serves mainly to set the stakes
for the story—it's in danger of being destroyed!—so
using a world your players are familiar with works
best, whether that is a published campaign setting,
or a world of your own creation.
Ifyou used Lost Mine of Phandelver (the adven:
ture in the DUNGEONS & DRAGONS Starter Set)
‘or Dragon of Icespire Peak (the adventure in the
DUNGEONS & Dracons Essentials Kit) to get the
characters to Sth level, then Light of Xaryais begins
in the same region featured in those introductory
adventures: the Sword Coast in the Forgotten,
Realms setting, on the world of Toril. The city of.
Neverwinter, one of several major ports along the
‘Sword Coast, could easily be where the characters
find themselves at the beginning of this adventure.
All the locations the characters visit in this adven
ture are described in this book, and further details,
about the Rock of Bral are provided in the Astral
Adventurer's Guide.
USING THE STARLIGHT APPARITION
In addition to being a fascinating encounter in its own
right, the starlight apparition (see Boo's Astral Menage
tre) can be a useful device for you fa key nonplayer
character meets an unfortunate and unexpected end.
later in the adventure, the characters need a piece of
information only that nonplayer character would know,
you can have the nonplayer character appear in the
foo of a starlight apparition to guide the characters.See aie)
ART‘S THE ADVENTURE OPENS, THE CHARACTERS.
are going about their daily business in a
bustling coastal settlement, where every:
one is talking about the spectacular meteor
showers that have blazed through the sky the past,
several nights. In fact, what folks have witnessed
are showers of astral seeds falling from space
and plunging deep into the ground and water in
and around the settlement. Some of these seeds
have now germinated. The adventure begins when
enormous crystalline vines erupt from beneath the
streets, throwing the community into chaos.
ASTRAL BLIGHTS
When you are ready to begin play, reac:
| nity, where local fshing boats share the harbor with
trade vessels fom far and wide. Lately everyone has
been discussing the deluge offalling stars that has lit
up the evening sky fr the past several nights. Some
saythese celestial events are omens of impending
disaster. Others believe they area precursorto the
gods descending from the heavens to walk the land
Noone knows for sure
You ate just fishing your midday meal wie lis
tening toa blacksmith tell about being awakened
lastnight by aloud crash According tothe smith
crystaline vine burst out of the ground and punched a
hole through the roof of his neighbor's bakery. “Must |
be divine punishment forthe bad pies and steep
prices,” says the blacksmith witha nervous chuckle
Suddenly, the earth shakes violently beneath your
feet. You hear the dull oar ofa distant eruption. The
| smith and several others hury outside. Joining them,
you see a sinuous, crystaline vine erupting from the
ground a few blocks away—tall enough tobe seen
above the rooftop, Screams of pane rise from the
same direction
‘Asallor standing in your midst says,“ think i's
time | returned t my ship. You're welcome to join
ime. You woul be wise to flee as wel” With that, she
makes her way toward the docks
CHAPTER 1
Astral “Rain,
The ground churns again, and more eruptions burst
through the streets all around you. From these sites
sprout smaller crystalline vines that uproot them:
selves and begin lurching through the streets, driving
panicked citizens before them, while the enormous
vine in the distance stretches ever taller. |
The friendly sailor, Elaina Sartell, is described later
in the chapter. She flees at once, leaving the charac-
ters to decide their own course of action,
The ambulatory vines are six astral blights
(see the accompanying stat block). They focus
their attacks on nearby commoners, ignoring the
characters except for any who attack them. The
blights’ slow speed means the characters can evade
them easily.
‘The characters have several choices for how
to proceed:
Fight the Blights. Ifthe characters destroy all six
blights, new ones appear; roll a d6 to determine
how many. These new arrivals either burst up
from the ground or shamble along streets and al-
leys, converging on the characters’ location. Each.
time the characters defeat a group of blights, a
new wave appears; repeat the die roll to see how.
many more blights arrive. With the appearance
of each new wave, it should become increasingly
obvious to the players that the characters can't
eliminate all the blights and should consider a
different course of action,
Head to the Docks. If the characters heed Elaina
Sartell's advice and head to the docks, run
the “Trouble at the Docks" encounter when
they arrive
Hole Up. Ifthe characters try to barricade them-
selves in a building or find somewhere else in the
settlement to hide, the increasingly violent earth
tremors cause their shelter to partially collapse,
‘making it apparent that there's no safe refuge in
the settlement. The characters will need to choose
another option.
Investigate the Crystalline Vine. Ifthe characters
‘make their way toward the enormous crystalline
vine, see “Crystalline Vine” below.
Make for the Outskirts. Ifthe characters bolt
through the streets and alleys toward the out
skirts of the settlement, see “Danger in the
Streets” below.
CHAPTERI|ASTRALRAIN
i ‘ 3>»
ASTRAL BLIGHT
Medium Biot, Unalgned
‘Armor Class 12 (natural armor)
Hit Points 26 (48 + 8)
Speed 10
‘STR DEX
1663) 8-1)
CON INT WIS CHA
1462) 6-2) 1060) 3-4)
‘Damage Resistances cold radiant
‘Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10,
Languages —
Challenge (200 xP) Proficiency Bonus +2
Ilrmination Wile i has a east 1 hit point, the astral Blight
sheds dim light in a 10-foot radius
Unusual Nature, The blight doesr't require airor sleep.
Actions
“Multiattack. The Bight makes two Heat-Draining Vine attacks
Heat-Draining Vine. Melee Weopon Attack: +5 to hit, reach 10
fe one target Mit:6 (Id6 + 3) radiant damage, and ifthe target
is’ Large or amaller creature, itis grappled (escape OC 13).
ntl this grapple ends, the target takes 3 (146) cold damage at
the start ofeach of ts tums. Te bight has twa vines, each of
which can grapple one creature.
=
CHAPTER] | ASTRAL RAIN
CRYSTALLINE VINE
The vine growing in the center of the setlement
sproutedafter an astral seed fell from the sky,
crashed into the bakery, and buried itself in the
ground. The vine is 50 feet wide at its base, rises
1,000 feet into the air, and i still growing. tis
made of an iridescent mineral that is impervious
tothe characters’ spells and weapons. A character
who makes a successful DC 10 Intelligence (Nature)
check determines that the substance is a type of liv-
ing crystal.
No astral blights congregate near the crystalline
vine, which means the characters can approach and
study it without being attacked. The vine is warm
to the touch and pulses with light. Any character
who succeeds on a DC 15 Intelligence (Arcana)
check realizes that the vine's roots extend deep
into the earth and are feeding on the planet's ther-
‘mal energy. There appears to be no way to stop
this process.
As it grows taller, the vine also grows wider,
slowly pushing away the dirt and debris from
around its base. Inform the players thatthe tremors
seem to be getting stronger as the vine grows, eav
ing them with two options: flee for the docks (see
“To the Docks" below) or flee forthe outskirts (see
“Danger in the Streets” below).
DANGER IN THE STREETS
Astral blights roam the streets. Members of the
local militia (use the guard stat block) try to hold
the blights at bay long enough for unarmed civilians,
to lee the vicinity. Ifthe characters stay in a si
location for longer than 1 minute, 1d6 astral blights
(see the accompanying stat block) converge on their
location and attack them,
The following events occur as the characters move
through streets and alleys toward the outskirts
of the settlement, but not if they head straight to
the docks:
Avalanche of Debris. Tremors cause buildings
close to the characters to collapse, catching them
in an avalanche of debris, Each character must
make a DC 12 Dexterity saving throw, taking 22
(4d10) bludgeoning damage on a failed save, or
halfas much damage on a successful one.
Terrified Citizens. A crowd of thirty commoners,
rushes past the characters, led by a scrappy
youngster who shouts, “To the docks! We'll
take one of the ships! I's our only hope!” An old
‘woman grabs the arm of a character and moans,
“Those vines are everywhere! There's nowhere
safe! We're all doomed!” Suddenly, a tremor
causes a building to collapse, burying half of the
crowd and scattering what's left of itIfthe characters leave the settlement by land, they
see dozens of gigantic crystalline vines sprouting
across the countryside as hundreds of astral blights
rove the fields. The tremors become full-blown
earthquakes as the crystalline vines plunge their
roots into the earth and reach hundreds of feet into
the air. Characters who press on in this direction
instead of heading back to the docks are eventually
rescued (see "Emergency Airlift” below).
TROUBLE AT THE DOCKS
When the characters arrive at the docks, read:
The scene at the docks is chaotic. Hundreds of people
swarm the piers, trying to push their way onto three
vessels that haven't yet set sall: two longships and a
galleon. A group of thugs in black leather armor use
their clubs on a crowd of screaming commoners,
keeping the people away from the ships as they're
loaded with cargo under the supervision of a sneering
man with long red hair
‘Awoman steps out ofthe crowd and wipes blood
from her chin. “Glad to see you again,” she says with
‘a smile. “I'm Captain Elaina Sartell, and one of those
ships is mine, Pity can’t reach it. Would you be good
‘enough to help me? | promise to return the favor.”
Y
Captain Elaina Sartell, a chaotic good bandit eap-
tain, commands the galleon Moondancer. She is.
unflappable—an island of calm in a sea of chaos.
‘TRAEVUS AND His GANG
Captain Sartell identifies the red-haired man asa
local crime lord named Traevus—a neutral evil vet-
‘eran, The ten thugs blocking her path work for him.
‘Traevus and his thugs are indifferent toward the
party but turn hostile if the characters try to force
their way onto the Moondancer with Captain Sartell
in tow. Although Sartell knows Traevus, he doesn't
recognize her.
Traevus is intent on saving himself and as much
of his merchandise as possible. As an action, a char.
acter can try to convince him to take the party and
Sartell on as crew, doing so with a successful DC 10
Charisma (Persuasion) check.
If Traevus learns that Sartell is the ship's captain,
he orders his thugs to apprehend Sartell, hoping.
that capturing her will help keep the crew of the
Moondancer in line. Ifhe is challenged, or if he
catches one or more characters trying to get aboard
the Moondancer, Traevus attacks along with six of
his thugs while the others continue to hold back the
mob that has gathered at the docks. If Traevus is de-
feated, any remaining thugs in his employ lose their
will to fight. Some are overrun by the mob, and the
rest leap into the water and swim toward the two
longships as they set sail
Once the thugs are defeated, the Moondancer
takes aboard the rest of the citizens gathered at the
docks—sixty souls in all—before shoving off. See
chapter 2 for more information about the Moon-
dancer and its crew.
PossIBLE ENDINGS
If the characters boarded the Moondancer at th
docks, wrap up the session with “Up and Away’
Otherwise, use “Emergency Airlif.”
Up AND Away
Once the characters and other passengers are safely
aboard the Moondancer, read:
Ai Here ends chapter
EMERGENCY AIRLIFT
Ifthe characters don't make it to the docks, Captain
Sartell reveals her identity to Traevus and negoti-
ates a deal with him whereby she takes command of
the Moondancer in exchange for delivering Traevus,
his gang, and their belongings to a safe port. As
‘soon as they set sail, Sartell orders the ship to take
flight and rescue the party. Traevus and his thugs
are too stunned by this development to interfere,
Wherever the characters happen to be, Sartell
finds them. Read:
{A great shadow falls over you. You look up to see a
mighty galleon floating mn midair, ts sails ruffing in
| the breeze. A rope ladder tumbles down from the
ship's side to hang mere feet above the ground, and a
face appears over the side of the railing
“Need a lift?” ask the sailor you met earlier.
4S Hore ends chapter
pt
CHAPTERL| ASTRAL RAIN 112
CHAPTER 2
Attack of the Star Moth,
Driven from a coastal settlement by gigantic erystalline
vines, astral blights, and earthquakes, the characters se-
cured passage aboard the Moondancer, a gallean under
the command of Captain Elaina Sartell The ship then
rocketed into space!
As the Moondancer leaves the planet's atmosphere
and enters Wildspace, Captain Sartell sets a course
for the Rock of Bral. Now is the time for you to de.
termine where the Rock of Bral is situated relative
to the characters’ home world, Once you've deter:
mined the Rock of Bral’s location in Wildspace, es
timate how many days it will take the Moondancer
to get there. If the adventure began on Toril, the
Rock of Bral is one of several asteroids orbiting the
planet, and getting there takes only a few hours.
Otherwise, assume the Rock orbits another world
Capram Evan Samreus
CHAPTER 2| ATTACK OF THE STAR MOTH
e
ors situated in a nearby asteroid belt and requires
several days to reach.
In this chapter, the Moondancer is intercepted by
an astral elf vessel shortly after leaving the charac:
ters! world, but the characters have time to finish a
short rest before the enemy ship arrives.
Before running this chapter, familiarize yourself
with chapter 2 of the Astral Adventurer’s Guide.
Keep the deck plans for the space galleon and the
star moth handy, because they will come into play.
ABOARD THE MOONDANCER
‘As the Moondancer leaves the characters’ world
behind, read:
Standing on the deck of the Moondancer, you see
scores of erystalline vines erupting from the surface of,
your world, some ofthe vines reaching high enough
to break through the clouds. You find yourself sailing
through a void filled with colorful gases and blinking
stars. A school of space-dwelling Ssh swims past the
ship on the starboard side.
"Welcome to Wildspace,” says Captain Sartel
sweeping her arms wide. “That was a clase thing,
down there, Blast if | know what those vines are or
how to getrid of them, but somebody on the Rock of
Bral might.” |
Only two members of the Moondancer's crew are
aboard: Captain Sartell and a spelljamming flumph
(see “Flapjack the Flumph" below). Depending on
how events played out in chapter 1, the Moondancer
‘might have the following passengers on board, in
addition to the characters:
+ Traevus and his thugs (neither Traevus nor his,
‘thugs will take orders from Captain Sartell, in
stead keeping to themselves as long as the charac.
ters are around to thwart any open revolt)
+ Upto sixty commoners (six of whom are compe:
tent sailors)
‘The Moondancer is armed with two ballistae but
hhas no crew to operate them. Its mangonel was de-
stroyed in a recent engagement, and Captain Sartell
hasn't replaced it yet. Getting a new mangonel was
the main reason Sartell was on the party's home
world, since wood is much easier to find there than.
at her usual portof call, the Rock of Bral.CapTAaIN ELAINA SARTELL
Captain Sartell operates out of the Rock of Bral as
a privateer under the commission of the city’s ruler,
Prince Andru, She assures the characters that
they'll be safe there.
‘Once her ship docks at the Rock of Bral, Captain
‘Sartell plans to offload the characters and the ship's
other passengers. This act marks the extent of her
willingness to help the characters.
FLAPJACK THE FLUMPH
(One crew member stayed aboard the Moondancer
‘while it was in port: a flumph named Flapjack, who
serves as the ship's spelljammer. Flapjack has the
following additional action option:
Spellcasting. The flumph casts one ofthe following spell, re
‘hing no material components and using Inteligence a the
spelleasting abilty (spell save OC 12)
‘At wil: moge hand, minor ilsion
day each: magic missile, unseen servant
FEATURES OF THE MOONDANCER
Use the space galleon deck plans in the Astral
Adventurer's Guide to represent the Moondancer.
Noteworthy features are described below:
Area 3: Captain’s Quarters. Among Captain Sar.
tell's possessions is a locked treasure chest, which
she keeps in her cabin. Captain Sartell carries the
only key to the chest. As an action, a character can
pick the lock by making a successful DC 15 Dex
terity check using thieves’ tools, or break open the
chest with a successful DC 15 Strength (Athletics)
check, The chest contains three bottles of fine
wine (10 gp each), six gold bracelets(25 gp each),
nine pearls (100 gp each) in a velvet pouch, and a
spell scroll of air bubble (see the Astral Adventur.
er's Guide).
Area 5: Spelljamming Helm. The ship's spelliam.
‘ming helm looks like a floating, ornate silver chair
‘with a purple seat cushion and no legs. Glowing
blue crystals underneath the seat project a magic
circle onto the floor, stabilizing the chair. Flapjack
the flumph sits in the chair while piloting the ship.
Area 12: Upper Cargo Hold. The upper cargo hold
contains a dozen healthy mules (wiiich Sartell
plans to sell as beasts of burden); sacks of food for
the animals; and material placed here by Traevus
and his gang (see chapter 1), which consists of
twenty 40pound crates of assorted martial weap:
cons (2,000 gp total value) and five hundred bottles
of brandy (3 gp each).
Area 13: Lower Cargo Hold. The lower cargo hold
contains crates of foodstuffs and casks of fresh
water, enough to last ten Medium creatures for
thirty days,
*
WHEN ELVES ATTACK
The characters have time to take a short rest be
fore trouble catches up to them and Captain Sartell
presses them into service. At the end of the charac
ters’ short rest, read:
"Astral elves,” curses Captain Sartell, “and they |
Meer es aati ae |
The astral elf vessel is a star moth called the Dark
‘Star. Itis crewed by three astral elf warriors—Cap.
tain Azmadian (lawful evil), Lieutenant Jalin (lawful
evil), and Lieutenant Zanth (lawful neutral) —as well
as a neutral evil astral elf star priest named Altura
(the ship's spelliammer), and nine hadozee ship-
mates of various alignments (see Boo’s Astral Me-
znagerie for the astral elf and hadozee stat blocks).
CHAPTER 2 | ATTACK OF THE STAR MOTH 1,
wega
14
Surp-To-Snip BaTTLe
See chapter 2 ofthe Astral Adventurer's Guide for
rules on ship-to-ship engagements.
Captain Sartell grimly informs the characters that
the star moth is the faster ship and that the Moon-
dancer has no hope of outrunning it. She estimates
the characters have about a minute to prepare
before the star moth gets close enough to use its.
‘mangonel (at long range). Once that happens, Sar-
tell orders her ship to turn about and close with the
astral elves as quickly as possible to minimize the
Dark Star's opportunity to fire on the Moondancer.
Itthen takes another minute for the two ships to
come within boarding distance.
DEALING WITH THE Dark STAR
Once the ships are close enough, the three astral
elf warriors board the Moondancer, their faces hid-
den behind visors, and haughtily demand Captain
Sartell’s surrender. She politely declines, prompting
the astral elves to attack while the hadozees use the
Dark Star's ballistae to fire on characters they can
see. Captain Sartell fights alongside the characters,
but Traevus and his thugs, if they are aboard, come
to the Moondancer's defense only if it looks like the
characters are about to lose.
(CHAPTER 2| ATTACK OF THE STAR MOTH
er
‘The astral elves are confident they can conquer
the Moondancer, but iftwo of the warriors fall, the
third tries to retreat to the Dark Star. After that at
tempt succeeds or fails, the star moth beats a hasty
retreat. The star priest, Altura, remains aboard the
Dark Star and uses a sending spell to relay what
hhas happened to Helix, an astral elf on the Rock of
Bral (see chapter 4). The hadozees, meanwhile, are
not great fighters and either flee or surrender if the
characters engage them in melee.
QuestioniNe THE ASTRAL ELVES
Characters who capture and interrogate one or
more of the astral elves can learn the following
information:
+ The astral elves, by order of Emperor Xavan of the
Xaryxian Empire, are responsible for dropping,
astral seeds on the party's home world.
+ The leader of the astral elf forces in this Wild-
space system is Commander Vael. Most of
‘Commander Vael's fleet has already begun sail
ing back to Xaryxispace. The Dark Star was left
behind to monitor the astral seeds’ progress.
+ The vines and astral blights will feed on the plan-
et’s energy and that of its flora and fauna until the
party's home world is a dead husk, a process that
takes several months. The energy then will be
transmitted in a single, enormous burst of lightback to the astral elves’ home system to be ab-
sorbed by their star, Xaryxis.
+ Once the astral seeds have begun their work,
there is no way to stop the process. (This isn’t
true, but the crew of the Dark Star believes itis.
The characters won't discover the truth of this
matter until later in the adventure)
Quesrionine THE HapozeEs
The hadozees are mercenaries and have no insight
into the astral elves’ motives or plans. Even so, they
can provide the characters with the following pieces
of information:
+ The Dark Star's cargo hold was packed with
at least a hundred astral seeds, which were jet-
tisoned one by one into the atmosphere of the
party's home world. (The hadozees don't know
what the astral seeds do, but they know that each
one resembles a crystal pod roughly the size and
shape of a coffin.)
The astral elves hail from a faraway Wildspace
system called Xaryxispace.
The Dark Star was one of several astral elf ships
that traveled to the party's home world. The rest of,
the fleet has already departed.
The hadozees are willing to serve aboard the Moon-
dancer if they are treated fairly. If she survives the
battle, Captain Sartell puts the hadozees to work,
though she keeps them under close supervision.
PRISONERS OF THE ASTRAL ELVES
Ifthe characters are defeated, the astral elves allow
dying characters to be stabilized. The astral elves
assume control of the Moondancer while keeping
Captain Sartell hostage aboard the Dark Star to en-
sure Flapjack’s compliance. The astral elf and hado-
zee crew members are split between the two ships.
‘The astral elves then start heading for the edge of
the Wildspace system to rendezvous with the rest of
\Vael's fleet. En route, the two ships might encounter
the derelict nautiloid, neogi raiders, or the Rock of
Bral navy (all described in chapters 3 and 4), provid-
ing the characters with opportunities to escape,
TREASURE
The Dark Star is a fine treasure; however, surviving
hadozee crew members recommend abandoning it,
knowing that the astral elves will rain vengeance
‘upon anyone in control of one of their ships. Its
spelljamming helm is a more easily usable prize.
Itlooks like a legless, high-backed chair made of
‘wood, with crystal wings and armrests. Luminous
crystals under the seat project a golden hexagon
conto the floor; this hexagon stabilizes the helm, al-
Jowing it to swivel while holding it in place,
‘The Dark Star's cargo hold contains enough food.
and water to sustain the ship's crew for twenty days.
A
TRAEVUS TAKES OVER
Ifthe astral elves are defeated and Traevus and his,
thugs are alive and aboard the Moondancer, Traevus
(neutral evil veteran) tries to take the galleon by
force before the characters have a chance to finish a
short rest.
To THE ROCK OF BRAL
Assuming the characters repel the astral elves, the
‘Moondancer resumes its journey to the Rock of
Bral, Even ifthe characters didn't interrogate the
astral elves, Captain Sartell has a hunch that the
astral elves have something to do with the calamity
befalling the party's home planet and says as much,
‘She also mentions knowing someone on the Rock
of Bral who might be willing to help the party. Ifthe
characters inquire further, Sartell informs them the
contact is a giff named Commodore Krux, but she
can’t tell them more than that since she knows Krux
only by reputation.
Enough time passes for the characters to take a
Jong rest. When they're not resting, the characters
are assigned miscellaneous chores.
During the voyage, the characters are free to ask
Sartell or Flapjack more about Wildspace, the Rock
of Bral, or the duo's previous adventures. Captain
Sartell enjoys telling of her encounters with various
Wildspace creatures (among them a friendly solar
dragon and some not-so-friendly space clowns),
while Flapjack explains the subtleties of astral nav-
‘gation. If the party has any spellcasters, Flapjack
takes this opportunity to instruct them in the rudi-
ments of spelljamming.
MIND FLAYERS?
When the characters are hours away from arriving
at the Rock of Bral, read:
Beate oa
ae ee
1. Hereends chapter?
CHAPTER? | ATTACK OF THESTARMOTH 15
Ni siete‘The characters escaped their endangered world with the
help of Captain Sartell and her ship, the Moondancer,
‘and ran afout of an astral elf ship called a star moth, After
surviving their frst Wildspace encounter, the characters
resumed their voyage to the Rock of Bra. Along the way,
they made a terrifying discovery: a mind flayer ship lurking
‘among some asteroids!
What at first appeared to be a dangerous mind
flayer ship turns out to be a derelict vessel. Closer
investigation turns up a single member of a pirate
crew. In fact, this “survivor” is a psurlon ringer, a
horrific predator disguised as a human.
Tue Lucent Epict
The vessel is the Lucent Edict, a nautiloid, After the
characters sight the craft, read:
| 6s tena shaped vss ifs cose Captain
Sartel lets outa sigh ofr, "t's a dereiet= she
says pining otis stripped weaponry and broken
hull If there wee mind ayers aboard the wouldve
attacked by now: Look ke somebody's already
picked it over Stil there might be something eft
worth bagi.
The sensory input provided by the Moondancer's
spelliamming helm interfaces in a special way
with Flapjack’s Advanced Telepathy, enabling the
flumph to sense the presence of telepathic activity
on nearby vessels and making the flumph a sort
of early warning system in advance of encounters
with mind flayers and their ilk. The nautiloid makes.
Flapjack uneasy, a feeling that stems from the pres-
cence of psurlons on board it. At the same time, the
psurlons’ Alien Mind trait confounds the flumph's
Advanced Telepathy. Flapjack has the vague sense
that something is aboard the derelict vessel but
can't say What. He shares this information with Sar.
tell and any characters with whom he has forged a
close bond.
Captain Sartell orders Flapjack to bring her ship
alongside the vessel while she designates the char-
acters as a boarding party, instructing them to kill
any hostile creatures they encounter.
Ifthe characters balk at exploring the nautiloid,
Captain Sartell sarcastically apologizes for
|
CHAPTER 3
Treacherous Salvage
Ye
interrupting their “pleasure cruise” and wonders
aloud whether they'd rather stay back and swab the
decks while she does all the hard work. Ifthe char-
acters still refuse, Captain Sartell makes good on
her threat and boards the vesselherselfin search
of salvage. When she doesn't return, Flapjack urges
the party to go and find her, refusing to leave the
nautiloid behind until they do so.
BENOTO KRALAZAR
‘Whether or not the characters consent to Captain
Sartell’ plan, they soon see a young human in
ragged, bloodstained clothes step out onto the nau:
tloid’s battle prow. He waves his arms to get their
attention and seems tobe in distress. If one or more
characters enter the nautiloid’s air envelope, he in
troduces himself as Benoto Kralazar and explains
that his ship (the nautiloid) was attacked by neogi
He informs the characters that most of his erew are
dead, but there are still afew survivors aboard in
need of healing, and he begs the party's help.
Benoto is a psurlon ringer (see Boo's Astral Me-
nagerie), a descendant ofa group of psurlons that
traveled with the Lucent Edict’s original mind flayer
crew. The mind layers were attacked and wiped
out by githyanki, who disabled the nautiloid and left
itadsift. Human pirates found the wreck and tried
to plunder it, unaware thatthe psurlonsleft behind
a hidden clutch of eggs. After hatching from their
eggs, the juvenile psurlons began preying on the
pirates, killing several of them and forcing the rest
to flee. One ofthe psurlons then assumed the form
ofa pirate named Benoto Kralazar and has since
been using the disguise to ure other victims onto
the Lucent Edict.
IF the characters board the Lucent Edict, Benoto
shows them around the ship while he spins a tale
about his crew's harrowing encounter with a group
of neogi. The tale is not entirely fanciful-a band of
neogi did recently board the Lucent Edict in search
of salvage, but they retreated once they realized the
nautiloid was home to a bunch of psurlons.
ExPLoRING THE Lucent Epict
Use the nautiloid deck plans in chapter 2 of the
Astral Adventurer's Guide to represent the Lucent
Edict. The ship shows signs of battle damage and
has 220 hit points remaining.
The nautiloid is also missing its spelliamming
helm and its ballistae, and its mangonel is broken.‘The Lucent Edict has the following features:
Illumination. All areas in the ship are dimly lit by
flickering, bioluminescent orbs mounted to the
walls or hanging from the ceiling. Removing an
orb from its socket causes the orb to go dark.
Interior Doors. Each interior door is a fleshy bar.
rier that opens when a creature that has telepathy
approaches within § feet of it, then quickly closes
after the creature and its companions have moved
through it, A door must otherwise be pried or tick:
led open, which requires an action.
‘The following locations are depicted on the nautiloid
deck plans. Locations that are not described below
are assumed to contain nothing of interest.
1 Captain's CHAIR
‘An impressive chair is posed at the end of a catwalk
s0 ts occupant ean look down onto the bridge floor.
Green, glowing maggots crawl over the chairs current
‘occupant: a headless mind flayer corpse.
A githyanki knight beheaded the nautiloid’s captain
and took the head as a trophy, leaving the rest of the
corpse slumped in the chair.
Any character who disturbs the headless corpse
causes the green, glowing maggots covering it to
become a hostile swarm of insects.
Treasure. A character who examines the captain's
chair and succeeds on a DC 15 Intelligence (Investi
gation) check finds a secret compartment in the left
armrest. This compartment contains a black metal
tube containing a spel! scrol! of wall of force.
3: SPELIJAMMING HELM
Lying on the floor ofthis raised platform isthe head-
less body ofa mind fayer. The stench ofthe rotting
corpse is unpleasant, to say the least. The dead mind
ayer lies in an otherwise open space where you imag:
ine the ship's heim used to be.
‘The githyanki who attacked the nautiloid disabled
the craft by removing its spelljamming helm. They
took the head of the dead mind flayer as a trophy.
Treasure. Lying on the deck near the dead mind
flayer is an Joun stone (reserve). The stone currently
holds a single casting of the shield spell.4: BRIDGE FLOOR
‘The nautiloid’s bridge has a high ceiling. Stairs ascend
toa forward observation deck, and toward the stern a
ladder climbs to the top of a balcony.
Four psurlons (see Boo's Astral Menagerie) hide
in the shadows under the two fights of stairs that
climb to the observation platform (area 2). These
psurlons attack to kill. If Benoto is present, he helps
his fellow psurlons,
6: OBSERVATION PLATFORM
The splintered remains of a mangone! lie on ths fr
ward deck, strewn around piles of ammunition,
Amid several stacks of ballista bolts are a few clus:
ters of mangonel stones. If the characters are inter
ested in salvaging this ammunition, assume there
are forty of each kind.
10: Mess HALL
The door to this forward compartment has been
fastened shut with sutures made of ropes and
steel hooks,
A character can cut through the sutures with a suit
able tool and 1 minute of effort, after which the door
can be opened normally.
‘The mess hall contains a neh-thalggu (see Boo's
Astral Menagerie) that currently has eight brains,
The neh-thalggu, kept as a pet by the mind layers,
evaded the githyanki by using its invisibility spell,
but it was later trapped here by the human pirates,
after it killed one of their number.
Ifa character approaches within 10 feet of the
sutured door, the neh: thalggu calls out for help in
‘Common, begging to be freed. It pretends to be a hu:
‘man pirate named Jaspar Graves and claims to have
been trapped here by the aberrations that murdered
the rest of the crew. (The neh-thalggu knows that
psurlons have killed the other pirates and warns,
the characters about this if they haven't already
discovered it for themselves, If the characters askBenoto about the neh-thalggu’s story, he dismisses
itasa fabrication, explaining that “Jaspar” is a
brain-devouring aberration and that the characters,
shouldn't trust a word it says, nor should they free it.
14: Carco HoL>
This cargo hold looks and smells like slaughter
house. Bodies lie strewn about the deck, and the floor
{s stained with blood, Mast of the bodies appear to be
‘human, but one is an arachnid form with an ee
neck and head that lies as motionless asthe others.
Ifthe characters follow Benoto here, he tries to
split the party at this point. He invites one or two
characters to accompany him to area 4 (where the
other psurlons lie in wait) while suggesting that the
remaining characters stay behind and search the
cargo hold.
Corpses. The cargo hold contains eleven human
corpses, The arachnid form is a dead neogi (see
Boo's Astral Menagerie). A character who examines
the corpses and makes a successful DC 10 Intel:
ligence (Investigation) check discovers that all the
bodies have circular bite marks on them, including
the neogi. Although several scimitars and cross.
bows are scattered about the room, the corpses
show no evidence of having been struck by them.
The bodies are in varying states of decay. With a
successful DC 10 Wisdom (Medicine) check, a char
acter can determine that the neogi died within the
last 24 hours, and that the freshest human corpses
are at least three days old.
‘Supplies. In addition to the corpses, the cargo.
hold has enough food and water stored in crates and
casks to nourish ten Medium creatures for five days,
as well several barrels of pickled brains floating in
brine (food for the mind flayers).
Treasure. A search of the human corpses in the
cargo hold turns up a total of 23 gp and 117 sp in
loose change and a bloodstone ring (50 gp).
17: CeLLBLOcK
‘The rotting corpse ofa headless mind flayer ies amid
the hacked-up corpses of three hulking creatures
with blood-spattered white fur. The condition ofthe
corpses suggests that something or someone has
been feeding on them,
Githyanki warriors slew a mind layer and its three
quaggoth thralls, then claimed the illithid’s head as
atrophy. The corpses are slowly being consumed by
the quaggoth in area 19, who survived the githyanki
attack by hiding. Characters who take the time
to search the bodies find something of value (see
“Treasure” below).
‘The cells used to contain nine prisoners. The
githyanki liberated their kin and put the other pris-
ners out of their misery. Characters who search
the cells find the remains of three humans, a dwarf,
ahadozee, and a plasmoid.
Treasure. The beheaded mind flayer wears a +1
breastplate embossed with tentacles.
19: STORAGE
| Aterible stench fil this compartment, but the ik
tring lights caf revels sure, You da, howe,
tear ey boating.
A quaggoth hides around the corner on the star:
board side of the compartment, out of view of the
doorway. Fearing capture, it attacks any creature
that enters the compartment.
‘Stench. Once the quaggoth is dealt with, the
characters can track down the source of the terrible
stench: the putrescent, mostly eaten corpses of five
psurlons hidden under a staircase that climbs to the
battle deck. Within these foul remains are dozens of.
gelatinous, marble-sized egg casings left behind by
the psurlon worms that hatched from the eggs.
NEOGI RAIDERS
“The neogi raiders that made an abortive salvage
attempt on the Lucent Edict didn't go far. Reasoning
that other ships might be attracted tothe drifting
derelict, the neogi piloted their craft into a cluster of
nearby asteroids and waited,
The neogi watch the Moondancer’s approach with
interest, waiting to see ifthe characters board the
nautiloid. Once the characters leave the Lucent
Edict and return to their ship, the neogi spring
their trap
Just as you are making ready to leave, a dark shape
glides across the face of a nearby asteroid. It is
another ship. The new arrival resembles a giant
spider, complete with long, delicate legs and weblike
rigging. Starlight gleams off its metallic hull as it
creeps silently toward your vessel
“Anightspider!” shouts Captain Sartell. "The neog!
‘were using this hulk a bait, and we've flown right into
their web!
A Here ends part ofthe venture. Each character
should gaina evel before the nex session
CHAPTER 5 | TREACHEROUS SALVACE
— A
19TERRORS OF THE VOID
ea
ad
Zz~ ra
Qo
CHAPTER 4
“A Friend “Indeed
En route tothe Rock of Bral, the characters discovered a
derelict nautloid drifting in an asteroid fleld. Only too late
did they realize that another, more dangerous ship was
lurking nearby, waiting to springitstrap!
Annightspider crewed by neogi has made its pres.
‘ence known, but the characters aren't forced to
deal with any new problems. The timely arrival
of a naval patrol drives off the neogi raiders, after
which the patrol sees the party safely to the Rock of
Bral. There, the characters part ways with Captain
Sartell, who encourages them to seek out a gif in-
surgent named Commodore Krux. The giff brings
the characters to his spelljamming vessel, the Sec:
ond Wind. They set out into Wildspace pursued by
Hastain, a deadly ally of the Xaryxian Empire.
Before running this session, familiarize yourself
with the Rock of Bral, which is described in chapter
3 of the Astral Adventurer's Guide, When the char:
acters finally arrive at the Rock, you can show play:
ers the poster map of the asteroid city.
NIGHTSPIDER DEAD AHEAD
‘The neogi ship bearing down on the Moondancer
at the end of chapter 3 is a nightspider called the
Ebonsnare, See chapter 2 of the Astral Adventurer’s
Guide for more information on nightspiders,
‘The Ebonsnare is crewed by eight neogi pirates
(see Boo’ Astral Menagerie) and twenty common-
ers of various races and alignments, whom the
neogi have enslaved. The neogi also keep two um-
ber hulks on board for use as shock troops during
their raids. The nightspider is 250 feet away from
the Moondancer when the characters spot it.
The characters likely have little chance of repel:
ling the neogi boarding party, especially ifthey
have just fought off the psurlons hiding aboard the
derelict nautiloid in chapter 3. Luckily, a patrol from
the Rock of Bral happens upon the characters just
in time to save them from having to fight the neogi,
Alternatively, if the characters avoided encounter
ing the psurlons or seem eager to test their mettle
against the nightspider’s crew, allow a group of four
neogi pirates and one umber hulk to board the
‘Moondancer, then have the patrol arrive at a suitably
dramatic moment during the fight.
—————
To THE Rescue!
As the nightspider approaches the Moondancer (or
after a few rounds of battle, if you decide to allow
the characters and the neogi to clash), read:
Suddenly, two galleons glide into view and begin
pummeling the nightspider with ballista bolts and
‘mangonel stones, forcing itto break offits attack and
‘make forthe cover ofthe asteroids
The newly arrived space galleons are the Stalwart
and the Incorrigible, both under the command of
a lawful neutral githyanki buecaneer (see Boos
Astral Menagerie) named Daar'vik. The Stalwart's
crew consists of eighteen bandits of various races
and alignments. The crew of the Incorrigible con-
sists of eighteen hadozee shipmates (see Boo's
Astral Menagerie) of various alignments. The
spelliammer aboard each ship isa lawful neutral,
human mage.
Commander Daar'vik, aboard the Incorrgible, is
familiar with both the Moondancer and its captain,
‘whom he considers little better than a pirate, though
the githyanki grudgingly respects Elaina Sartell's
commission. His ship pulls up alongside the Moon-
dancer so that Daar'vik can hail Captain Sartell and
ask where the Moondancer is headed. She tells him
thatthe Moondancer is going to the Rock of Bral,
and Daar'vikoffers to provide an escort—an offer
Sartell readily accepts in the wake ofthe nightspi-
der's ambush
If the Moondancer appears to be under the con-
‘rol of someone other than Captain Sartell (such
as Traevus, the astral elves, or the characters),
Daar'vik is suspicious and insists on escorting the
ship back tothe Rock of Bral, where he has tim.
pounded until the question ofits ownership can be
resolved. Whether or notthe characters allow him
todo this s up to them.
IfCaptain Sartell is compelled to refuse Daar'vik's
offer of escort (perhaps because someone is hold-
ing her ship hostage or using magic to control her
behavior), the githyanki commander wishes her
safe travels and sets his ships in pursuit of the
nightspider.Commovane
‘WELCOME TO THE ROCK
When the characters arrive at the Rock of Bral, read
‘or paraphrase the following boxed text
built across the top ofa gigantic asteroid. The as
teroid's underside has structures as well, including
fortresses and glant sails. Wooden docks protrude
from one end of the asteroid, and a variety of ships
are moored there. Space-dwelling ih scatter in front
cof you a8 your ship adjusts its heading until the docks
are straight ahead and level withthe ship's main deck
Pier workers stand ready to catch ropes and te of the
ship asi glides alongside one ofthe docks and slows
toastop.
"Welcome to the Rack! says Captain Sartell. "This
fsa g us
If she hasn't done so already, Captain Sartell urges
the characters to seek out Commodore Krux, a giff
‘who has clashed with astral elves in the past and
‘who might be able to help the characters plan their
next move, Sartell knows that Krux can usually be
found at the Happy Beholder, a popular tavern,
| suntght tuminats the rooftops and spires ofa cy
The characters are free to explore the city. Ifthe
party puts off meeting Krux for too long, move the
story forward by having Captain Sartell send them.
‘a message that astral elves are searching for them,
and they need to get off the Rock fast.
ComMMoDoRE Krux
Characters who venture to the Happy Beholder can
find Commodore Krux there, day oF night, aursing
hefty lagon of ale. When the characters enter the
tavern, read:
Alarge, spherical creature with eyestalks anda watch
ful central eye tends barn this establishment. Filling
‘one side ofa table meant for sc isa broad-chested,
hippo-headed man witha green parrot perched on
cone shoulder. The haggard gure squint at you over
the top ofan enormous tankard, then waves invitingly
to the seats across from him,
Krux is a lawful good giff shipmate (see Boos
Astral Menagerie) a soldier who believes his glory
days are behind him, Krux has spent the last few
years working as a mercenary on and around the
Rock of Bral, but lately the giif has been spending
more time in his cups as new jobs have become
fewer and farther between, The parrot perched on
Krux’s shoulder isn’t his; the bird belongs to Large
Luigi, the tavern's beholder proprietor. Luigi uses
the parrot to help cheer up downtrodden patrons.
Krux’s demeanor brightensif the characters men
tion what's happening to their home world or start,
to describe their encounter with the astral elves in
chapter 2. The giff leans forward intently, shoves his
tankard to the side, and implores the characters to
tell him everything. Krux grows visibly excited as
he listens to the party's tale; by the end of it, he is,
willing to aid the charactersin their effort to save
their world from what he calls the Xaryxian Empire,
based on similar attacks he has heard about occur:
ring on other worlds.
Krux is tight-lipped regarding his own history
with the Xaryxian Empire as well as how he plans
tohelp the characters, indicating that itis best not to
say too much where others might overhear:
“A feet of astral elf ships visited the Rock of Bral a
few days before launching the attack on your world,
The elves gave fai warning to various captains on
| the Rock, urging them to steer clear ofyour world
lest ther ships be fred upon. The elves undoubtedly
left spies behind to make sure their warnings were
heeded. Best we continue this chat aboard my ship.”On the way to Krux's ship, the characters are ac-
costed by four lawful evil astral elf warriors (see
Boo’s Astral Menagerie) wearing cloaks and visors
to conceal their identities. These elves (named Faar-
fryn, Helix, Kekarion, and Lannis) seek to avenge
the defeat of Captain Azmadian and the Dark Star
by killing the characters in the streets. Gadaric
‘Main, the proconsul to Prince Andru of Bral, has
given these emissaries diplomatic immunity. As a
result, there's no one to stand in the elves’ way. Ifhe
is present, Krux fights alongside the characters but,
is poisoned for the duration of the fight, due to
drunkenness,
Ifthe characters are in danger of being defeated
by the astral elves, a dozen commoners begin
throwing stones and food at the astral elves. A few
brazen locals even start attacking the elves with
sticks and clubs. Realizing they're outnumbered, the
elves withdraw while threatening to finish off the
characters later.
THE SECOND WIND
Krux hurriedly ushers the party toward the docks
in hopes of making a quick getaway aboard his ship.
‘As the characters make theit way to the Rock of
Bral'sdocks with Krux at their side, read:
Stately galleons, sleek cutters that resemble fying
fish, and warships built to look like hammerhead
sharks line the docks of Bral Kruxwaves his arm to-
ward a craft that seems modest by comparison,
The ship's sails are patchworks of mended canvas,
while its hull seems barely held together by thick vines
‘that bind it like rope ts strangest feature isthe ful:
‘grown tree that sprouts from the aft deck.
“The Second Wind,” Krux declares pridefully. “isn't
she something?”
‘The Second Wind isa living ship equipped with
two jolly boats called Little Boom and Big Bluster
(Gee the “Jolly Boats" sidebar). See chapter 2 of the
Astral Adventurer's Guide for the living ship's deck
plans and weaponry.
‘The living ship's spelliamming helm, located be-
owdecks, looks like an antique chair with golden
upholstery and arms sculpted to look like smiling
dolphins. The right arm is loose and falls off easily
(hich has no effect on the item's functionality), and
the chair reeks of stale ale. The chair is held aloft
and stabilized by green crystals under the seat that
project a magical green circle onto the floor.
‘As Krux and the characters board the vessel, they
are accosted by its current captain, Fel Ardra, a
chaotic neutral, tiefling cult fanatic who has been
renting use of the ship from Krux. Felis irate at
Krux because she still has forty days left on her
lease, and the tiefling is preparing to undertake a
big job when the party arrives.
FELARDRA
Fel Ardra is a capable spelljammer who, under dif-
ferent circumstances, could make a comfortable liv
ing selling her services to other captains, As it hap-
pens, though, the tiefling has turned to smuggling to
make enough coin to buy her way out of an infernal
contract she entered into many years ago.
Although Krux doesn't approve of Fel's line of
business, the giff has had a soft spot for her ever
since the two met. Fel sees their relationship as
purely transactional, but Krux is convinced the
tiefling hasa heart of gold, and he keeps trying to
persuade her to give up smuggling. Now, with the
party's arrival, Krux envisions the makings of a
grand adventure, one he hopes that he and the char-
acters can convince Fel to join,
For her part, Felis indifferent to the party's plight
and says that if Krux wants his ship back ahead of.
time, he'll have to refund the rest of her lease pay-
‘ment, which amounts to 400 gp. Krux says he is,
prepared to pay her back. Fel, however, can sense
the giff's desperation, so she insists on also being
compensated for the lost revenue of her next ven-
ture, which she figures to be 3,000 gp. A character
who makes a successful DC 15 Wisdom (Insight)
check realizes Fel is bluffing—the tiefling secretly
reckons she would be lucky to clear 1,000 gp—but
she has always suspected Krux of having deep pock-
ets and has no qualms about trying to gouge him.
In truth, Krux has squandered most of his money
and can barely afford to return the balance of Fel's
lease payment, let alone pay the extra amount she's
demanding,
CHAPTERS |AFRIENDINDEED 23,24
Negotiation is not Krux’s strong suit, and the
giff curns to the characters for help in convincing
Fel to let them use the ship. A character can do so
by impressing upon her the urgency of the party's
mission and succeeding on a DC 18 Charisma (In:
timidation or Persuasion) check. The check is made
with advantage if the characters refund the rest of
Fel's lease payment (400 gp). If the check fails, Fel is
unmoved, and further attempts by that character to
sway her fall on deaf ears.
If the party doesn't have any spelicasters, Krux
points out that they will need to hire a spelljammer.
Ifthe party tries to retain Fel’ services for this pur:
pose, the tiefling insists on a fee of 1,000 gp in ad
dition to whatever agreement they reach regarding.
her other demands. Ifit’s obvious the party can't pay
what she’s asking up front, Fel is willing to accom.
pany them in exchange for a 25 percent share of any
treasure they find until she is paid in full.
Ifthe party threatens to take the Second Wind by
force, Fel storms off the ship. Within an hour, she
finds four veterans who are willing to help her re
take the ship. These veterans are armed with pistols
(range 30/90 ft) instead of heavy crossbows. If the
‘Second Wind isn't gone by the time she returns, Fel
and her hired guns attack.
FLINCH
‘The first mate of the Second Wind isa neutral good
hadozee explorer (see Boos Astral Menagerie)
whom Krux refers to as Mister Flinch, The hadozee
is also a skilled seamster; the repairs to the ship's
sails are his work. Upon meeting the characters, the
friendly hadozee begins offering unsolicited guid.
ance on how to improve their wardrobes.
Flinch is an old comrade-in.arms of Commodore
Krux and stands by the giff through thick and thin.
The hadozee knows about Krux's history with
the astral elves but says nothing of it, replying, if
pressed, that “tis not my tale to tell.” Flinch has
spent the last several months keeping an eye on
the ship for Krux while serving in Fel's erew. He is
relieved to have Krux back on board and glad to see
his friend in such high spirits, though he privately
‘worries that if their upcoming mission should fail,
that might be more than the old soldier could bear.
STARBOUGH
The tree rooted to the Second Wind's sterncastle
isa treant named Starbough, who is largely indif.
ferent to the aims of either Krux or the party. Like
many ofits kind, the treant considers most Human.
ids’ problems to be fleeting affairs and takes a
much longer view of life.
Within Starbough’s reach are ten mangonel
stones, which the treant can throw like rocks,
To THE EDGE OF WILDSPACE
Once the characters are aboard the Second Wind
and safely off the Rock of Bral, Krux reveals his
plan to them: to travel to another Wildspace system
called Doomspace, where enemies of the Xaryxian
Empire are assembling a coalition. Krux believes
that the characters’ only hope of saving their planet
lies in joining the coalition. Krux doesn't know
‘much about Doomspace, though, so the ship's im-
‘mediate destination is a lonely tower on an asteroid,
where a wizard-cartographer named Topolah lives.
Topolah is Krux's friend, and he's certain she will be
ableto provide him with a map of Doomspace. Her
tower's at the very edge of the Wildspace system.
Having a new venture to occupy his thoughts lifes
Krun’s spirits. The giff stops drinking and moves
about his ship with purpose and authority, barking
out orders like the military commander he once
was. Any time the conversation turns to Krux's
history with the Xaryxian Empire, however, the gif
becomes quiet and brooding. I's obvious there isa
painful memory Krux doesnt feel comfortable shar.
ing yet if pressed, the giff waves dismissively, mut
tering, “Things are bound to turn out differently this,
time.” (More information about Krux's secret can be
found in chapter 7.)RUTHLESS REIGAR
Because oftheir exploits earlier in this adventure,
the characters have unknowingly made an enemy
of Hastain, a chaotic evil reigar (see Boo's Astral
‘Menagerie) who lives in a small palace on the Rock
of Bra Hastain is a longtime ally of the Xaryxian
Empire, which holds a grudge against Commodore
Krux (for reasons described in chapter 7), Hastain’s
spies have been watching the gif, reporting on his
activities and contacts,
When word ofthe recent altercation between the
characters and the astral elves gets back to Hastain,
the reigar decides to punish the characters for their
insolence. Hastain pursues them in an esthetic (see
Boo's Astral Menagerie), which trails the Second
Wind ata safe distance. Once it becomes obvious
that the party is heading to meet Topolah, a wizard
the reigar knows by reputation, Hastain decides to
put an end to the characters’ meddling:
| Closing from behinds giant, bolnescent
| iste creature witha farboyanty dened
figure standing inside its glassy dome.
The esthetic is 250 feet away at the start of the
battle and tries to get close enough to attack the
‘Second Wind with its tentacles. The reigar casts
dimension door on their first turn, using the spell to
board the party's ship. When that happens, read:
| ship. The famboyantly dressed figure steps through it |
| tion ofa planet. promise, it will end beautifully —
Hastain uses Summon Golem on their second turn
in combat. While the reigar and the golem attack
the characters, the esthetic uses Jammerscream
against the Second Wind, then moves close enough.
to the ship to attack with its tentaclesif it isn't close
‘enough already.
VicToRY
If Hastain dies, the esthetic uses Jammerscream
against the Second Wind if the ship's spelljamming.
‘elm hasn't already been disabled.
If the characters win the battle but their spelljam:
‘ming helms disabled, read
t 1
| Youhave won a victory, but at what cost? Youre |
| stranded on a ship without a functional spelfamming
hel, adrift inthe vst ocean of Widspace
Af) Here ends chapter 4
DEFEAT
Ifthe characters and their allies are defeated, the
reigar returns to the esthetic and commands it to
demolish what's eft of the Second Wind. Enough of
the ship's air envelope remains to keep any surviv.
ing characters and crew members alive for 8 hours.
If Hastain prevails but the esthetic did not survive,
the reigar takes control of the Second Wind and
flies it back to the Rock of Bral, but only after jetti
soning the characters and crew and leaving them
with enough flotsam and jetsam around them to pro:
vide only an hour or two of breathable air.
‘Alp Here ends chapter 4
CHAPTER 4|AFRIENDINDEED 2526
a
‘The Xaryxian Empire attacked the characters’ world, fore-
ing them to take refuge on the Rock of Bral. There, they
met a sympathetic gif named Krux. Aboard his ship, the
Second Wind, the characters headed toa wizard’ tower
‘on the outskirts of Wildspace, where Krurhopes to acquire
‘a map. En route to the tower, the Second Wind was
attacked by Hastain, an ent ally of the Xaryxian Empire!
Ifthe Second Wind was disabled or destroyed in the
last session, the characters get to the wizards tower
with the help of a pod of migrating kindori.
Once they reach their destination, Krux and the
characters hope to obtain a map of Doomspace from
Topolah, a reclusive wizard. After defeating a void
scawver named Big Momma, the characters seek out
a notorious pirate who might be willing to join their
fight against the Xaryxian Empire.
ADRIFT
Ifthe Second Wind is intact and its spelliamming
‘elm is functional, skip ahead to “Topolah's Tower”
If the Second Wind was destroyed or its spelliam-
‘ming helm was disabled, read the following text to
begin the session:
Krux takes a drag from his pipe. “Settle in, everyone.
We could be here fora while.”
The characters have enough time to take a short
rest before the kindori arrive.
Krnport Pop
An hour after the events ofthe previous chapter,
the characters encounter a pod of six kindori (see
Boo's Astral Menagerie) fying across space along a
migration route. The kindori defend themselves if,
attacked but otherwise pose no threat.
The kindori keep their distance, staying at least.
100 feet away from the crew of the Second Wind.
The kindori are, however, attracted to lights. If the
characters don't think of it themselves, Commodore
Krux encourages someone to flash or wave a light
to get the pod’s attention, Flashing or waving a light
causes one or two kindori to approach within 15
feet of the light’s source while the remaining kindori
keep their distance.
CHAPTER 5 | LIVING ON THE EDGE
CHAPTER 5
‘Living on the “Edge
— ee
LassoInc AND RIDING A KINDORI
A character who has a rope can use an action to
try to lasso a kindori, treating the rope as an im
provised ranged weapon. Alternatively, a character
within reach of a kindori can to try to climb onto its
body as an action, doing so with a successful DC 15
Strength (Athletics) check. Lassoing or riding a kin-
dori doesn't cause it to attack.
‘A kindori lashed to the Second Wind with rope
pulls the ship across space in whatever direction it
is headed. Krux knows the way to Topolah's tower
and can indicate which direction the kindori must
go to reach it. The tower isn't along the whales’ mi
gration path, so a character must coax the kindori
into altering course.
Asan action, a character mounted on a kindori
can try to guide it in a particular direction, doing so
with a successful DC 15 Wisdom (Animal Handling)
check. This check has advantage if the character
has some way to communicate with the kindori
(telepathy, for example). If the check fails, the kin
dori refuses to alter course. If the check fails by S or
more, the kindori also distodges the character, who
is pushed 10 feet away from the kindori before fall-
ing into its gravity plane.
With the help of one or more kindori, the char-
acters arrive at Topolah's tower after 72 hours of
travel, after which the kindori resume their migra-
tion. If the Second Wind is intact and its spelliam:
‘ming helm becomes operational before then, Krux
orders the characters to release the kindori so the
creatures can go on their way.
TopoLan’s TOWER
Topolah's tower is perched on a lat-topped asteroid
with an air envelope that extends 180 feet above and
below the asteroid and 100 feet away from its sides.
The asteroid's gravity plane intersects it horizontally
at the level ofthe docks and the base ofthe tower.
‘As the tower comes into view, read
Resets toptulent ere a
felled steed inieg cece
ee ee teen ee ten
Dee eee a ree
thats rom one side ft. *Mr Finch he sy,
“readythe lhSIDE VIEW
s aquare = 10 feet
If the Second Wind was lost in the previous chapter,
characters can ride the kindori to the dock. Other-
wise, Krux is concerned about the poor state of To:
polah's dock and fears the Second Wind might acci
dentally smash it to finders or rip it off its moorings,
For this reason, he orders Flinch to deploy a jolly
boat while the Second Wind remains 100 feet away,
its gravity plane aligned with the gravity plane of
the asteroid. Flinch uses a winch to lower Big Blus.
ter, one of the Second Wind's jolly boats, into the
overlapping gravity planes of Topolah’s Tower and
the Second Wind. Characters can use the six oars
aboard the jolly boat to propel it to the docks while
Krux stands proudly in the bow, pointing to the dock
as if the destination were not obvious.
APPROACHING THE DOCK
As Krux and the characters make their way to the
dock, read:
Scores of pelicans, mollymawks, and smaller birds
nesting on the asteroid squawk as you approach the
rickety dock. At the end of the dock, two gray, shark
like creatures fight over the remains of a pelican
‘Avwoman with frayed robes and bare feet sits in a
rocking chair at the base ofthe tower watching the
| fracas, her Face halfhidden by awide-brimmed hat |
that has a blue jay perched on it The waman leaps to
her feet, brandishes a staff, and snarls, “Go on, gt!”
A fiery ray springs from her fingertip, frightening away
[estate cess |
‘The woman is Topolah, a chaotic good mage. She
is elated to receive visitors, especially since one of
them is her old friend Krux.
After welcoming Krux and his companions to her
tower, Topolah insists on showing the characters,
her abode (see “Tour of the Tower” below). If Krux.
‘or the characters mention the purpose of their visit
(to acquire a map of Doomspace), Topolah tells them
she'll talk business only after the tour is over.
TOWER FEATURES
Aside from its crooked architecture, Topolah’s tower
has the following features:
‘Autognomes. When Topolah purchased an expen
sive telescope from Orwyck Cogsworth, a gnome28
we
Toons ano Hex Binos
inventor on the Rock of Bral, he threw in eight
autognomes (see Boo's Astral Menagerie) that
he built in his likeness, each sporting a dazzling
metal mustache. The indifferent autognomes have
the three directives common to all their kind plus
the following directive: “Defend Topolah from hos.
tile creatures.”
Birds. Harmless birds nest in all areas of the tower.
Ceilings and Floors. Openings in the floors and
ceilings connect the tower's three levels. A magi:
cal rope-and-pulley mechanism serves as an eleva
tor; a creature need only grab hold of the rope and
say “up” or “down” to be hoisted or lowered one
floor as desired.
Mlumination. Continual flame spells bathe the
interior in bright light. Topolah can suppress or
reactivate the illumination on a particular floor by
clapping three times while she is on that floor.
Walls. From the outside, the tower initially appears
tohave no windows. Topolah can cause an open
‘window (up to 4 feet wide by 10 feet tall) to appear
on any wall simply by touching it, or she can make
window disappear with a snap of her fingers. A
creature in a window (perhaps sitting on the sill)
‘when the opening disappears is pushed out of the
tower a split second before the window vanishes.
CHAPTER 5 | LIVING ON THE EDGE
Tour OF THE TOWER
Topolah gives the characters a quick look at each
floor of her tower, showing them how to operate
the rope-and-pulley device to get from one floor
tothenext.
The boxed text describing each floor of the
tower includes information that Topolah gives
during her tour.
First FLoor
Four ring-shaped garden terraces line the walls ofthis
| oindrical chamber. The gardens are vertically spaced
‘every ten feet and brimming with luscious fruits, veg
tables, and golden wheat. Four mechanical gnomes
‘wearing harnesses tend tothe plants, The harnesses
are attached to ropes that loop araund pulleys affixed
to the cellng, enabling the gnomes to hoist them:
| selves into the ar and move from one plot to another.
“Most of my sustenance comes from these gat=
dens," says Topolah. "I get regular deliveries of fresh
scl rom dohwar merchants, and they get home-
| grown food and birds’ eggs in return.”
The four autognomes (see Boo's Astral Menagerie)
here are named Orwyck 1, Orwyck 3, Orwyck 6,
and Orwyck 8. Their rope-and-pulley harnesses
enable them to tend to the gardens.
SECOND FLOOR
| Tis for olbe' dest itch wher to mes |
chante! gnomes are prepa dine. Frnuhngs
Incide an unmade be, a warrobe topped with bid
nests anda bookshelf packed vith astologel texts
tnd mor ied nets.
“Here ae my ving quarters” says Topola, “where
Irma mpbok and tak my ress My astagnomes
have shortage of recpea. Ty's rapa ep
fred ight scaversteakwtha lunar bechamel
The two autognomes (see Boo's Astral Menagerie),
Orwyck 2 and Orwyck 4, pay no mind to guests as
they prepare Topolah’s next meal.
Treasure. Topolah’s wardrobe contains an as-
sortment of wizardly garments, including a robe of
useful items, and her spellbook, the cover of which
is splattered with dry bird droppings. The spellbook
contains all the spells Topolah has prepared plus
the following: air bubble” grease, haste, Rary’s tele-
pathic bond, and repair object* (Spells marked with
an asterisk appear in the Astral Adventurer’s Guide)Turrp FLoor
| two mechani gnomes rs iing agsta potshal |
ten-foot-long copper telescope in the center of this
‘chamber. Dozens of star maps lie atop tables that are
also littered with sketches of planets and otherworldly
landscapes.
"And here is my observatory!" remarks Topolah
proudly I aequired my autognomes from the same
fellow who sold me ths telescope, which allows meto
spy on all the worlds in this system and gaze at stars
imother systems as well”
Topolah walks across the room and touches a wall,
whereupon a tallopening appears infront ofthe tele-
scope, “Would you eare to have a look?”
‘The two autognomes (see Boo's Astral Menag-
erie), Orwyck 5 and Orwyck 7, keep a close eye
onvisitors.
The telescope is pointed at the characters’ home
world. Topolah has been observing the planet for
the past several days. Anyone who looks through
the telescope can see crystalline vines engulfing
the planet.
‘Star Maps. The observatory contains forty-two
maps of various Wildspace systems. None of them
depict Doomspace or Xaryxispace (the two other
systems featured in this adventure)
Treasure. A Wildspace orrery (see the Astral Ad-
venturer's Guide) rests on a shelf. Topolah acquired
this magic item from a mercane trader some time
ago but lost interest in the item because it makes
her feel obsolete.
OBTAINING A Map
After finishing her tour, Topolah is ready to talk
business. She starts the conversation with "What
brings you to my tower?
When she finds out that Krux was expecting her
to have a map of Doomspace, Topolah reluctantly
says she doesn’t have one. But to take its place, she
is willing to part with the Wildspace orrery she
keeps in her observatory. In exchange, she asks the
characters to agree to dispose of a local threat:
1
“Avoid savver as started pring around my tower. |
cal her Big Momma because she'senormous.tm |
turrited you dd come acest et, but then, she
canbe hard to see—encept for er single rede.
tiveyou my Wleipocs oa yu ly Big Momma
forme.
Topolah trusts Krux and the characters to make
good on their promise to kill Big Momma. Before
giving them the Wildspace orrery, Topolah explains
how it works:
“This glzmo shows you where you are in relation to
the planets, moons, and sun in a Wildspace system,
but you must be in Wildspace touse it. To get to
another system, you must first enter the Astral Sea,
‘which will take you wherever you want to go. Once
you reach your destination, use the orrery to get your
bearings.”
[As they leave her tower and head back to their ship,
she wishes them luck saving their world from an-
nihilation.
IfKrux and the characters no longer have a ship,
Topolah allows them to stay with her until another
ship arrives, in which case you should modify the
rest of this chapter as follows:
+ Modify the “Oh, Momma!” encounter so that the
void scavver attacks characters who loiter outside
Topolah's tower or on the dock.
+ An hour after Big Momma is defeated, a cosmic
storm engulfs Topolah’s tower. While marveling at
the storm, Topolah conveys the information in the
“Old Flame” section.
During the cosmic storm, Grimzod Gargenhale
pays Topolah a visit. Conclude with “The Last
Breath skipping over “Gargenhale’s Fleet.”
Ou, Momma!
Ask the players which character has the Wildspace
orrery. If none of the characters want to carry it,
Krux takes it. With the item in their possession,
Krux and the characters can hop aboard their jolly
boat and return to the Second Wind,
Have Krux and each character make a DC 21 Wis.
dom (Perception) check. Those who fail the check
are surprised when Big Momma attack:
‘As the jolly boat approaches the Second Wind, an
‘enormous jet-black behemoth glides out ofthe dark
ness and cosmic dust, its red eye glowing brightly
as its jaws open wide. Long, stringy strands of saliva
break offinto weightless globs as the ravenous mon:
(eee |
Big Momma, a void scavver (see Boo's Astral
Menagerie), starts the encounter 40 feet from the
characters’ jolly boat, which is 50 feet from the end,
of Topolah’s dock and the same distance away from
CHAPTERS | LIVING ONTHEEDGE 29