Determining Random Encounters: Wildspace Encounters There are two methods of determining if and when a random encounter occurs in wildspace, as follows: Method 1 If the planetary display is being used, determine random encounters using the following procedure; On the display, check once for every space the characters ship enters. The base chance of an encounter is 1 in 20 (ie. a roll of 1 on a d20), modified as follows; On the inner planet track -1 In same ring as a planet or star -1 In same space as a planet or star -1 In same space as a patrolling starjammer -1 In same ring as an asteroid belt -1 In a system with extensive space activity -1* In a system with no space activity +1* * The level of spelljamming activity is a reflection of the amount of normal space travel found in the sphere. Extensive spelljamming activity means more than one major spacefaring nation or space-based community. Method 2 If the travel time charts are being used to determine travel time, use following procedure: If within 2 days travel (200 million miles) of the primary; roll once per day; If beyond 2 days travel (200 million miles) of the primary; roll once per week. Roll 1d20, with 1 representing a possible encounter. l If the ship is within one days journey of a planet, roll an additional d20. l If the ship is passing through an asteroid belt, roll an additional d20. l If the area of space is actively patrolled, roll an additional d20. In cases where there are multiple encounters on a single day, the DM should determine the time of the encounters relative to each other. Regardless of the method used to determine encounters, if an encounter is called for, the ship slows to tactical speed to resolve the encounter, unless circumstances warrant otherwise (ie. the characters have somehow acquired a Quad of Thay or a ship with similar characteristics). Phlogiston Encounters Random encounters in the phlogiston are determined as follows; If ship is on a phlogiston river, roll once per week; If the ship is in the deep phlogiston (away from the rivers), roll once per month. Using the Tables One it has been determined that a random encounter is about to occur, the nature of the encounter can be determined by rolling 1d12+1d8 and consulting the relevant table. Tables for most common wildspace and phlogiston areas have been included, as well as those for areas chiefly occupied by some of the major spacefaring races, such as elves, illithids (mind flayers), etc. Note that encounters in italics represent some sort of ship encounter, which should be generated using the random ship tables as follows; if a specific ship type is given, roll on the relevant table, otherwise, first roll on the random ship type table to determine the table to be used. Once a ship type has been determined, consult the relevant entry in the Ship Recognition Manual (part of the War Captain's Companion) to determine the ships details, such as crew race, ship allegiance, helm type, weapons carried, etc. Note that if several different races are listed as possible crew, then they all have an equal chance of occurring unless otherwise mentioned. The experience levels of the crew can be determined using the level ranges given; there is a 10% chance that the ship will have a non-typical crew, roll on the random race table to determine. If the helm type is listed as being Major or Minor, then roll on the random helm table, otherwise if a specific helm type is listed, there is a 10% chance that the ship has a randomly determined helm type (count any impossible results, ie. the ship is too big or too small for the helm type, as a standard major or minor helm). Also, there is a 10% chance of the ship having some modifications or non-standard weapons. The Spaceport table entries are largely self-evident. Many are described under City or Town encounters in MC1. For actual cities, use the standard City or Town tables, in both cases note that 3 in 4 (1-3 on 1d4) encounters will be with the race(s) native to the region, for the other 1 in 4 (4 on 1d4), roll on the race selection table. Encounters listed together are equally likely to occur unless otherwise specified. letter codes used refer to the following products; MC; Monstrous Compendium Volume CAS; Concordance of Arcane Space LV; Lorebook of the Void SRM; Ship Recognition Manual WCG; War Captains Guide SJR1; Lost Ships SJR2; Realmspace D#; Dragon Magazine issue Wildpsace Encounters Temperate: average wildspace Cold: colder than average, ie. Krynnspace Warm: warmer than average Asteroids: large number of small bodies Near Worlds: any air, earth, or water body Near Suns: any type of fire body Near Crystal Sphere: Distant/Unexplored: any remote area Trade Routes/Patrolled: extensive space activity Phlogiston Rivers: most flow journeys Deep Phlogistion: off beaten track Temperate Wildspace 2 Dragon, Radiant LV 3 Ghost ship 4 Skullbird MC9 5 Hazard (sargasso) SJR1 6 Distant/Unexplored encounter 7 Pirate ship 8 Gossamer MC9 9 Spaceworm SJR1 10 Scavver, Grey LV 11 Trader 12 Krajen, Immature LV 13 Sluk MC9 14 Warship or Explorer 15 Kindori LV 16 Jammer Leech MC7 17 Mortiss MC7 18 Hazard (dust cloud) SJR1 19 Krajen, Adult LV 20 DM Special Cold Wildspace 2 Dragon, Radiant LV 3 Krajen, adult LV 4 Scavver, Void LV 5 Hazard (sargasso) 6 Distant/Unexplored encounter 7 Warship or Explorer 8 Kindori LV 9 Trader 10 Scavver, Grey LV 11 Zurchin MC9 12 Pirate or Starfly Plant MC9 13 Hazard (ice fist) SJR1 14 Meteorspawn MC9 15 Skullbird MC9 16 Ghost ship 17 Starfly Plant MC9 18 Mortiss MC7 19 DM Special 20 DM Special Warm Wildspace 2 Ghost ship 3 Dragon, Radiant LV 4 Pirates, small boats 5 Pirates, warship 6 Distant/Unexplored encounter 7 Scavver, Night LV 8 Gullion MC9 9 Sluk MC9 10 Kindori LV 11 Trader 12 Explorer 13 Scavver, Grey LV 14 Qnidar MC7 15 Floating island SJR1 16 Warship 17 Mortiss MC7 18 Hazard (sargasso) SJR1 19 Selkie, Star MC9 20 DM Special Asteroids 2 Dragon, Radiant LV 3 Ghost ship 4 Oortling SJR2 5 Spider, Asteroid MC7 6 Pirate ship 7 Meteorspawn MC9 8 Hazard (debris field) SJR1 9 Feesu MC9 10 Hazard (Planetoid) SJR1 11 Rock Hopper Skiff MC7 12 Spaceworm SJR1 13 Zurchin MC9 14 Firebird MC9 15 Scavver, Brown LV 16 Hazard (space missile) 17 Wreck 18 Scavver, Void LV 19 Murderoid MC7 20 DM Special Near Worlds 2 Dragon, Radiant LV 3 Ghost ship 4 Floating island SJR1 5 Dragon, Moon MC9 6 Pirate ship 7 Hazard (gas cloud) SJR1 8 Explorer, Groundling 9 Warship 10 Gullion MC9 11 Trader 12 Scavver, Grey LV 13 Trader, Native race 14 Hazard (planetoid) 15 Monitor MC9 16 Hazard (sargasso) SJR1 17 Wreck 18 Scavver, Void LV 19 DM Special 20 DM Special Near Suns 2 Dragon, Radiant LV 3 Focoid MC7 4 Jammer Leech MC7 5 Dragon, Sun MC9 6 Starfly Plant MC9 7 Kindori LV 8 Firebird MC9 9 Lizard man broodship SJR1 10 Feesu MC9 11 Hazard (sargasso) or Wreck SJR1 12 Krajen, immature LV 13 Scavver, Grey LV 14 Hazard (gas cloud) SJR1 15 Qnidar MC7 16 Elmarin LV 17 Floating island SJR1 18 Mortiss MC7 19 Elemental, Fire MC1 20 DM Special Near Crystal Sphere 2 Constellate MC7 3 Phlog-Crawler MC7 4 Starfly Plant MC9 5 Pirate ship 6 Flow Barnacle SJR1 7 Hazard (ice fist) SJR1 8 Monitor MC9 9 Explorer 10 Sluk MC9 11 Trader 12 Mortiss or Jammer Leech MC7 13 Scavver, Grey LV 14 Gossamer MC9 15 Scavver, Night LV 16 Hazard (sargasso) SJR1 17 Warship 18 Nay-Churr MC7 19 Zodar MC7 20 DM Special Distant/Unexplored Areas 2 Krajen, Adult LV 3 Focoid MC7 4 Mortiss MC7 5 Floating Island SJR1 6 Ghost ship 7 Kindori LV 8 Explorer 9 Feesu MC9 10 Scavver, Grey LV 11 Krajen, Immature LV 12 Spaceworm SJR1 13 Sluk MC9 14 Scavver, Brown LV 15 Flow Barnacle SJR1 16 Gossamer Noble MC9 17 Starfly Plant MC9 18 Hazard (sargasso) SJR1 19 Dragon, Radiant LV 20 DM Special Trade Routes/Patrolled 2 Wildspace Table 3 Wildspace Table 4 Warship 5 Warship or Explorer 6 Missionary ship 7 Trader 8 Trader 9 Warship 10 Warship or Scavver Grey LV 11 Trader 12 Trader 13 Pirate, small boats 14 Kindori LV 15 Pirate, warship 16 Scavver, Void LV 17 Wreck 18 Ghost ship 19 DM Special 20 DM Special Inhabited/Occupied Region Encounters Elvish Space 2 Dragon, Radiant LV 3 Spirit Warrior (10% Zwarth) MC9 4 Elvish Armada LV 5 Gadabout MC9 6 Halfling, spacefarer 7 Greatswan MC9 8 Elvish Squadron 9 Lhee MC9 10 Trader 11 Elvish Trader 12 Elvish Man-o-War LV 13 Floating Island or Davey SJR1 14 Elvish Man-o-War LV 15 Ruve MC14 16 Hazard (sargasso) SJR1 17 Pirate ship 18 Starfly Plant MC9 19 Vine, Infinity MC7 20 DM Special Illithid Space 2 Wildspace Table 3 Albari MC7 4 Hazard (space missile) SJR1 5 Bloodsac MC9 6 Illithid Dreadnought SRM 7 Davey SJR1 8 Trader or Explorer 9 Illithid Pirate 10 Sluk MC9 11 Illithid Nautiloid, Warship LV 12 Illithid Nautiloid, Trader LV 13 Scavver, Grey LV 14 Neogi or Giff LV 15 Oortling SJR2 16 Hazard (sargasso) SJR1 17 Wreck 18 Pirate of Gith MC7 19 Hazard (deadwood sargasso) SJQ1 20 DM Special Beholder Space 2 Wildspace Table 3 Argos MC7 4 Astereater MC7 5 Hazard (sargasso) SJR1 6 Beholder Eater SJR1 7 Hazard (debris field) SJR1 8 Davey SJR1 9 Beholder Tyrant Ship LV 10 NO ENCOUNTER 11 Beholder Tyrant Scout SRM 12 Beholder Tyrant Scout SRM 13 NO ENCOUNTER 14 Beholder Tyrant Ship LV 15 Wreck (50% Tyrant Ship) 16 Hazard (space missile) SJR1 17 Beholder Tyrant Fleet LV 18 Albari MC7 19 DM Special 20 DM Special Neogi Space 2 Wildspace Table 3 Distant/Unexplored Table 4 Hazard (space missile) SJR1 5 Neogi Broodship LV 6 Wreck 7 Pirate Ship 8 Neogi Urchin SRM 9 Mortiss MC9 10 Neogi Deathspider LV 11 Neogi Mindspider LV 12 Scavver, Grey LV 13 Neogi Deathspider LV 14 Neogi Leech SRM 15 Illithid Nautiloid LV 16 Neogi Deathspider Fleet LV 17 Scavver, Void LV 18 Neogi, Undead old master SJR1 19 DM Special 20 DM Special Unhuman War-Zone 2 Witchlight Marauder, Space MC9 3 Flame Ring SJR1 4 Bionoid MC9 5 Scro Mantis SJS1 6 Ghost ship (50% Goblinoid) 7 Davey SJR1 8 Hazard (gas cloud) SJR1 9 Wreck 10 Elvish Man-o-War LV 11 Scavver, Grey LV 12 Elvish Armada LV 13 Wreck (50% Goblinoid) 14 Hazard (debris field) SJR1 15 Goblinoid ship SJR1 16 Spirit Warrior (10% Zwarth) MC9 17 Yitsan MC9 18 Extraplanar Being LV 19 Insectare Klicklikak MC9 20 DM Special Spaceport or Starbase 2 Press gang MC1 3 Rake MC1 4 NPC notable MC1 5 Pilgrim MC1 6 Mercenary (25% Giff) MC1 7 Sailor MC1 8 Watch or Guard MC1 9 Tradesman MC1 10 Tradesman MC1 11 Merchant MC1 12 Labourer MC1 13 Beggar MC1 14 Ruffian or Harlot MC1 15 Drunk MC1 16 Thief or Peddler MC1 17 Noble or Official MC1 18 Scavver, Grey MC1 19 Illithid & bodyguard MC1 20 DM Special DM Special Table DM should either choose an encounter based on party level, or roll randomly. A special encounter an also include a natural hazard (such as a space storm or astral rift) or an encounter with a known NPC (either on board a ship or as a davey). 01 Alchemy Plant MC9 02 Allura MC9 03 Andeloid D#159 04-06 Arcane LV 07-08 Argos or Astereater MC7 09 Autognome MC9 10 Beholder Eater, Thagar SJR1 11-12 Beholder, Undead SJR1 13-14 Blazozoid MC7 15-16 Bloodsac MC9 17 Buzzjewel MC9 18-19 Clockwork Horror MC7 20 Colossus MC7 21 Comet Steed SJA3 22-26 Constellate MC9 27 Contemplator MC9 28 Death Shade SJA2 29 Dizantar MC7 30 Dragon, Groundling LV 31-32 Dragon, Stellar MC9 33 Dreamslayer MC9 34-35 Dweomerborn MC9 36-37 Extraplanar Beings LV 38 Fal MC9 39 Firelich MC9 40 Flame Ring SJR1 41 Focoid MC7 42 Fractine MC7 43 Gammaroid MC9 44 Golem, Furnace or Radiant MC7 45 Gonn MC9 46 Gravislayer MC7 47 Great Dreamer MC9 48 Grell, Colonial Patriarch MC9 49-58 Groundling Races LV 59 Hazard (sargasso, deadwood) SJQ1 60 Insectare Klicklikak or Bionoid MC9 61 Lich (10% Arch Lich) SJR1 62 Mercurial Slime MC9 63 Mimic, Space MC7 64 Misi MC7 65 Moon, Rogue MC7 66 Murderoid MC7 67 Nay-Churr MC7 68 Neogi: Undead Old Master SJR1 69-71 Phlog-Crawler MC7 72-73 Pirate of Gith MC7 74 Plasmoid, Ontalak MC7 75-77 Puffer MC7 78 Reigar Esthetic MC7 79-82 Ruve MC14 83-84 Sarphardin (Watcher) SJR1 85 Sarphardin, Undead SJR1 86 Selkie, Star MC9 87 Space Drake SJA2 88-91 Space Base# 92 Sphinx, Astro MC9 93 Spiritjam MC7 94 Spirit Warrior (10% Zwarth) MC9 95 Tinkerer (Giant Bubble) SJR1 96 Vine, Infinity MC7 97 Wiggle (Hurwaet) MC7 98 Witchlight Marauder, Space MC9 99 Yitsan MC9 00 Zodar MC7 Phlogiston Encounters Phlogiston Rivers 2 Dragon, Radiant LV 3 Ghost ship 4 Jammer Leech MC7 5 Gossamer Noble MC9 6 Deep Phlogiston encounter 7 Pirate ship 8 Kindori LV 9 Spaceworm SJR1 10 Scavver, Grey LV 11 Trader 12 Krajen, Immature LV 13 Sluk MC9 14 Warship or Explorer 15 Delphinid MC7 16 Davey SJR1 17 Ephemeral LV 18 Wreck 19 Flow Beacon SJR1 20 DM Special Deep Phlogiston 2 Dragon, Radiant LV 3 Lumineaux MC7 4 Scavver, Void LV 5 Ephemeral LV 6 Flowfiend MC9 7 Monitor MC9 8 Pyroserpent SJA2 9 Sluk MC9 10 Krajen, Immature LV 11 NO ENCOUNTER 12 Scavver, Grey LV 13 Phlogiston River encounter 14 Delphinid MC7 15 Gossamer MC9 16 Mortiss MC7 17 Gossamer Noble MC9 18 Survivor MC7 19 Nay-Churr MC7 20 DM Special Explorer, Pirate, Trader, or Warship Encounters: These are ship encounters, to generate type of ship and crew details, see the ship generation section. Extraplanar Beings: sone creature from another plane of existance, ie. genii, elementals, fiends, archons, etc. Ghost ship: This is a lost ship manned by undead. Roll percentile dice three times, once each for the type, crew, and leader (unless otherwise specified). d% Roll Ship 01-25 Antlership (SRM) 26-35 Barge of Ptah (SJR1), leader is a mummy 36-70 Boneship (SJR1) 71-75 Pyramid ship (SJR1), leader is a mummy; 76-80 Wraithship (SRM), crew are revenants; 81-00 Other (roll on random ship tables) d% Roll Crew, Wildspace 01-40 skeletons 41-80 zombies 81-90 stellar undead 91-00 ju-ju zombies d% Roll Crew, Phlogiston 01-30 skeletons 31-60 zombies 61-75 stellar undead 76-00 ancient mariners d% Roll Leader 01-30 1-4 wights 31-55 1-3 wraiths 56-75 1-2 spectres 76-85 1-2 ghosts 86-95 1 spiritjam 96-99 1 lich 00 1 demi-lich for numbers, see crew numbers, in the ship table section Hazard: All hazard encounters are described in Lost Ships. Missionary Ship: A ship crewed by devout followers of some faith, seeking to spread the word, roll percentile dice to determine the form of the faith. d% Roll Faith 01-20 Single Deity 21-35 Planar church 36-55 Polygot church 56-80 Ptah worshippers, ship is a Barge of Ptah (SJR1) 81-95 The Path and the Way, ship is of oriental style. 96-00 Other Wreck: This is the victim of some space disaster or hostile action. Roll on the random ship table for type (5% are damaged beyond recognition), then roll percentile dice for contents: 01-10 Has Cargo (roll on merchantman cargo table) 11-40 No contents 41-70 1-10 Stellar Undead (original crew, of appropriate race) 71-00 Monster (roll on appropriate encounter table) Deep Phlogiston, Distant/Unexplored area, or Phlogiston River Encounters: Roll on the appropriate table. If the encounter is not suitable, then none occurs. Wildspace Encounter: Roll on either the Cold, Temperate, or Warm wildspace encounter tables, whichever is most appropriate. If the encounter is not suitable, then none occurs. DM Special Table DM should either choose an encounter based on party level, or roll randomly. A special encounter an also include a natural hazard (such as a flow storm or fire surge) or an encounter with a known NPC (either on board a ship or as a davey). SPECIAL ENCOUNTERS: Phlogiston 01-02 Albari MC7 03-04 Allura MC9 05 Andeloid D#159 06-12 Arcane LV 13-14 Autognome MC9 15-16 Beholder Eater, Thagar SJR1 17-20 Beholder, Undead SJR1 21-23 Clockwork Horror MC7 24 Comet Steed SJA3 25-26 Dizantar MC7 27 Dragon, Stellar MC9 28-29 Fractine MC7 30 Gammaroid MC9 31 Golem, Radiant MC7 32-33 Grell, Colonial Patriarch MC9 34-41 Groundling Races LV 42-45 Hazard (planetoid) SJR1 46-47 Insectare Klicklikak MC9 49-51 Lhee MC9 52-53 Men: Wonderseeker SJR1 54-55 Misi MC7 56-57 Neogi: Undead Old Master SJR1 58-62 Owl, Space MC9 63-64 Phlog-Crawler MC7 65-66 Plasmoid, Ontalak MC7 67-68 Pristatic MC9 69-70 Puffer MC7 71-75 Ruve MC14 76-79 Sarphardin (Watcher) SJR1 80 Sarphardin, Undead SJR1 81-82 Selkie, Star MC9 83-84 Silatic MC9 85-86 Space Drake SJA2 87-88 Sphinx, Astro MC9 89-90 Spiritjam MC7 91-92 Symbiont MC7 93 Tinkerer (Giant Bubble) SJR1 94-95 Vine, Infinity MC7 96-97 Wizshade MC7 98-99 Zard MC7 00 Zodar MC7 Randomly Determined Ship Types Elvish Die Roll Ship 01-10 Armada 11-24 Flitter 25-32 Flitter, Depowered 33-44 Hammership 45-60 Man-o-War 61-66 Man-o-War, Cloaked 67-72 Radiant Ship 73-80 Shrike 81-90 Swan Ship 81-00 DM Special Note: 1 in 6 (1 on 1d6) of all elvish ships are equipped with a form of cloaking helm that can function indefinitely unless the ship attacks. Explorer Die Roll Ship 01-08 Barge of Ptah 09-14 Battle Dolphin 15-18 Bolaship 19-28 Dragonfly 29-34 Dragonfly, Heavy 35-43 Galleon 44-53 Hammership 54-55 Smalljammer 56-65 Squid Ship 66-75 Tradesman 76-78 Vipership 79-80 Yacht 81-85 roll on Random Ship Type table 86-00 Roll again, has Cargo Barge Gnomish Die Roll Ship 01-08 Bolaship 09-20 Deathglory 21-36 Sidewheeler 37-42 Sidewheeler, Juggernaut 43-50 Speed Clipper 51-62 Whelk (illusionists) 63-70 Whelk, Power 71-80 Yawl + Wagon 81-90 roll on Random Ship Type table 91-00 DM Special Goblinoid Die Roll Ship 01-10 Angelship 11-14 Battlewagon 15-22 Blade 23-28 Porcupine 29-35 Hammership 36-41 Lamprey 42-51 Mammoth 52-63 Mantis 64-68 Scorpion, Hobgoblin 69-75 Scorpion, Orc 76-81 Scorpion, Scro 82-88 Squidship 89-90 Triop 91-95 roll on Random Ship Type table 96-00 DM Special Note: 5% of all goblinoid ships is equipped with a pump (15% if crewed by Scro) Groundling Die Roll Ship 01-10 Caravel 11-17 Coaster 18-24 Cog 25-32 Drakkar 33-40 Dragonship 41-44 Dragonship, Flaming Dragon 45-50 Dromond 51-60 Galleon 61-65 Great Galley 66-73 Junk 74-76 Locust 77-82 Longship 83 Tsunami 84-91 Xebec 92-00 DM Special Pirate Die Roll Ship 01-06 Deathspider 07-15 Drakkar 16-20 Dreadnought 21-25 Eel 26-36 Galleon 37-47 Hammership 48-50 Leech 51-54 Mindspider 55-65 Squid Ship 66-76 Tradesman, Light Cruiser 77-80 Vipership 81-91 Wasp 92-95 Whale, Killer 96-00 roll on Random Ship Type table Rare Ships Die Roll Ship 01-04 Aarakocra Corbina 05-08 Aarakocra Eagle 09-12 Catamaran 13-14 Cuttle Command 15-17 Drow Jade Spider 18-19 Drow Jade Spider Commandship 20-21 Drow Monarch Armada 22-26 Grav Argosy 27-32 Iambus 33-37 Insectare Klicklikak 38-41 Krrr Unity Ship 42-47 Lizard Men Bee class wasp 48-52 Bloatfly 53-57 Bumble Bee 58-62 Turtle Ship 63-64 Quad of Thay 65 Quentins Libraria 66-69 Rock hopper Skiff 70-72 Space Leviathan 73 Spelljammer 74-78 Thri-kreen Leaf-ship 79-82 Thri-kreen Thorn-Ship 83-87 Xixchil Scalpel 88-92 Xorn Stoneship 93-95 Zoocraft 96-00 DM Special Trader Ships Die Roll Ship 01-05 Angelship 06-10 Cargo Barge with Tradesman tug 11-13 Citadel, Dwarven 14-18 Damselfly 19-21 Damselfly, Super-Heavy 22-23 Dolphin, Battle 24-28 Galleon 29-32 Groundling Ship 33-38 Hammership 39-42 Mosquito 43-47 Nautiloid 48-50 Shrike 51-56 Sidewheeler 57-62 Squid Ship 63-64 Swan Ship 65-71 Tradesman 72 Triop 73-77 Upso 78-83 Vagabond 84-89 Wasp 90-93 Whaleship 94-95 Xebec 96-00 roll on Random Ship Type table Warship Die Roll Ship 01-06 Barge of Ptah 07-09 Eel 10-12 Elven Armada 13-19 Elven Man-o-War 20-26 Galleon 27-29 Giff Clipper 30-32 Giff Great Bombard (25% Ram) 33-36 Gnomish Deathglory 37-42 Hammership 43-46 Hammership, Heavy 47-50 Illithid Dreadnought 51-52 Illithid Dreadnought, Heavy 53-55 Lamprey 56-58 Mosquito, Gnat 59-62 Neogi Deathspider 63-64 Neogi Deathspider, Black Widow 65-66 Neogi Mindspider 67-68 Octopus 69-71 Shrike 72-78 Squidship 79-80 Swan 81-87 Tradesman, Light Cruiser 88 Triop 89-91 Vipership (Fireviper or Stingviper) 92 Vodoni Hunter-Killer 93 Vodoni Nightwolf or Werewolf 94-95 Whale, Killer 96-00 roll on Random Ship Type table Random Ship Types Die Roll Ship Type 01-10 Elvish 11-22 Explorer 23-32 Gnomish 33-39 Goblinoid 40-48 Groundling 49-60 Pirate 61-76 Trader 77-90 Warship 91-00 Rare Random Helms Die Roll Result 01-67 Minor Helm (if 50 tons) CAS 68-85 Major Helm CAS 86-90 Series Helm (if 5-50 tons) CAS 91-00 Other, roll again: Special Helms 01-15 Gnomish Helm (if 50 tons) CAS 16-20 Gnomish Major Helm CAS 21-27 Crown of Stars (if 50 tons) CAS 28-30 Beacon Helm SJR1 31-33 Cloaking Helm D#159 34-37 Ether Sail (wildspace only) 38-73 Furnace (wildspace only) CAS 74 Ki-Helm (if 5 tons) WCG 75 Grand Helm (wildspace only) WCG 76-82 Non-Magical engine CAS 83-87 Artifurnace (if 10 tons) CAS 88-90 Pump (if 5 tons) WCG 91-98 Lifejammer CAS 99-00 Death Helm SJR1 Note: This table can be used for any ship powered by conventional helms, however, some types of ship are only found powered by a specific form of helm, for instance, dwarven citadels are only ever powered by forges, and beholder tyrant ships are only powered by orbi. The Ether sail is a semi-magical method of propulsion that consists of two sails, one on the prime plane, and one in the border ethereal, that have been bonded together. The ethereal component of the sail catches the ether winds and so propels the ship. The DM should roll a 1d6 to get the ships SR, and should additionally roll on the Border Ethereal Encounters table (in MC1), ignoring all * results (ie. gorgon), note that most other encounters have little effect unless the creatures encountered can somehow intercept the sail. The Ethereal Cyclone, however, propels the ship uncontrollably at an SR of 1d20+10 in a random direction. This form of propulsion cannot propel a ship at full spelljamming cruising speed (4 million mph), but can reach up to about 100,000 mph, enough for short crossings and for use as a shuttle. This is a popular form of propulsion for de-powered flitters (built into the wings). Due to its nature, such sails have no special properties in the flow. There are gnomish analogues of this device, such as Ether Propellers and Ether Oars, that functions using mechanical means. These travel at a constant rate, usually SR 1-3, with a cruising speed of about 100,000 mph, as above. If a ship is equipped with a Lifejammer, use the helmsman level table to determine the level of the victim, but note that this will never usually be more than 3 levels higher than the highest level crew member. If a ship is equipped with a Pump, it will usually be moving at SR 1-4, depending upon the fuel available, but will usually have small quantities of SR 6-9 materials for emergencies. Ship Allegiance (where applicable) Die Roll Allegiance 01-02 Planar church 03-04 Polygot church 05-08 Ptah worshippers 09-11 The Path and the Way 12-14 Other faith 15 Company of the Chalice 16-18 Pragmatic Order of Thought 19-20 Long Fangs 21 Tenth Pit 22-24 Trading Company 25 other military brotherhood 26-30 School of Magic 31-35 Rogues Gallery 36-50 Adventuring Company 51-53 Smiths Coster 54-56 Clevars Gimcracks & Sundries 57-59 Gaspar Reclamations 60-64 Sindiath Line (35% on hire) 65-66 Chainmen 67-70 other trading company 71-80 Independent Trader 81-84 Seekers 85-87 Xenos 88-96 Unaligned 96-00 DM Special All named organisations are described in the Lorebook of the Void. Random Crew Races Die Roll Race 01-10 Aperusa MC7 11-20 Dohwar MC9 21 Dracon LV 22-26 Dwarf MC1 27-36 Elf MC1 37 Elf, Drow MC1 38-40 Giff LV 41 Giant, Spacesea MC9 42-51 Gnome MC1 52 Goblinloid race 53 Groundling race 54-63 Human MC1 64-69 Illithid (with slaves/hirelings) MC1 70-79 Lizardman MC1 80 Neogi (with slaves & Umber Hulks) LV 81 Pirate of Gith MC7 82-86 Rastipedes MC7 87 Reigar MC7 88-89 Scro MC9 90 Thri-Kreen MC3 91-95 Xixchil MC9 96-00 DM Special Notes: Goblinoid races include kobolds, goblins, orcs, ogres, etc. The lower hit dice creatures will usually form the rank-and-file of the crew, while the higher hit dice creatures and spellcasters form the officers. 80% of goblinoid ships have single-race crews. Groundling races include many minor races rarely found in space, such as Centaurs, Halflings, Giants, etc. DM Special can include new races, other-planar or extra-dimensional beings, etc. Crew Levels: Captain: Level (1d6+6) or +2-4 HD First officer: Level (1d6+4) or +1 HD Navigator: level (1d6+5) Officers: 1-2 levels higher than crew or +1 HD Crew: 1st-3rd level Marines: 2nd-5th level Special: ie. wizard, level (1d6+5) Helmsmen Level: Die Roll Ship of Helmsman 1-2 Specialist Spelljammer (new class) 3-7 Wizard (or subclass) 8-10 Priest (or subclass) % Roll Level of Helmsman 01-07 1 08-14 2 15-21 3 22-28 4 29-35 5 36-42 6 43-48 7 49-54 8 55-60 9 61-65 10 66-70 11 71-74 12 75-78 13 79-83 14 84-88 15 89-92 16 93-95 17 96-97 18 98-99 19 00 20 Modifiers: Ship is at least 20 tons: Raise helmsmans level by 1 Ship is at least 60 tons: Raise helmsmans level by 2 Ship is elven naval vessel: Raise helmsmans level by 1 Ship is tradesman or merchant: Lower helmsmans level by 1 Crew Quality 1-2 Green 3-7 Average 8-9 Trained 10 Crack Crew Number Ships encountered will usually have at least the minimum crew requirement for the ship, plus officers, helmsmen, and sufficient weaponeers for the ships weaponry. There will usually be a few additional crew as well. In some cases the crew value given above will be more than the ships atmosphere envelope can support, in which case there will be fewer weaponeers, and the ship will travel with weapons loaded if possible (ie. a giff clipper). Ships with undead or otherwise unbreathing crew, ie. golems etc. can have much larger crews, up to about three times the ships tonnage. Cargo, Provisions, and Equipment