D&D 4E Spelljammer 4e

Knightfall

World of Kulan DM
I've always been a fan of Spelljammer, and I think it would work well with 4e.

What I'm wonder is, has anyone done any work on converting aspects of Spelljammer to 4e? Races? Rules? Etc?
 
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Rock of Bral
Bral is a large city built on an asteroid that orbits the DM's world in Wildspace (or is located in the Astral Sea, if one prefers)

Population: 12,500; another 500 transient citizens who spend part of their time traveling to other Spelljammer ports or across the planar boundary into the Astral Sea. Bral must balance its population against its limited oxygen supply. (If located on the Astra Sea, this isn't as much of a concern.)

Government: Prince Andru (male human Lvl6 [evil]) controls Bral and that control is absolute. He isn't so much a tyrant as an unscrupulous diplomat that is both charming and devious. He is obsessed with the power that ruling Bral allows him. His paramour, Lady Cerena (female human Lvl1 [unaligned]), has his ear and his heart but prefers to avoid the machinations of the prince's court.

The court is dominated by several politically savvy characters including the untrustworthy Lord Diadan Cartan (male human Lvl24 [chaotic evil]); Proconsul Gadaric Main (male human Lvl25 [unaligned]), Andru's chief advisor; Mahaxara Khal (female human Lvl19 [unaligned]), Captain of the Royal Guard; Mardan Rhom (male human Lvl22 [evil]), the prince's spymaster; Tiendor Allan (male half-elf Lvl15 [good]), the prince's friend and advisor.

The prince must also deal with the agendas of The Noble Council and The Council of Captains as well as the envoys and emissaries of the various power groups of Wildspace.

Defense: Bral's military defenses are substantial. Its army is composed of three key parts -- the Royal Guard (five companies of 60 elite soldiers in each), the Regulars (four battalions of five companies each), and a militia that can field all of Bral's able bodies souls who volunteer for duty. Bral also has a Royal Navy of 20 spelljammers and 600 souls. The city is also protected by numerous fortifications including the palace, the Donjon, the Underside Citadel, and a system of ballista towers.

Inns: The Middle City -- The Raised Cup and The White Galleon; The Low City -- The Rampant Lion.

Taverns: The Middle City -- The Edge, The Golden Helm, The Red Bull, and the taproom of The Raised Cup; The Low City -- The Crooked Square, The Laughing Beholder, The Rockrat, The Sign of the Black Bull, and the taproom of The Rampant Lion.

Supplies: The Middle City -- Balic's Blades, Barduk's Smithy, Dredar's Mail and Arms, Elmandar's Starcharts, Fine Armors of Bral, Frada's Provisioning (ship supplies), Gaspar's Reclamations (magic), Morweg's Arms and Armor, The Bralian Mercer (fine clothing), Town Apothecary, Yarnak's Dwarven Arms, and the Great Market; The Low City -- Cap'n Gyudd's Nautical Goods, Houwe's Ballistae and Catapults, Krunz Kanonwerks (gunsmith), Marshall's Smithy, Nautical Charts of Bral, Royal Sailmakers of Bral, Saakharr's Exotic Mails, Zada's Mounts and Harness, and the Lesser Market.

Temples: The Middle City -- House of the Path and the Way, Pantheist Temple of Tyr, Pantheistic College of Celestian, The Planar Church of Celestia, The Planar Church of Ysgard, Polyglot Shrines, and the Temple of Ptah; The Low City -- Holy Keep of Bane, House of Tempus, Keep of Gond, and the Temple of Odin.
 
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Is there anything in the Plane Above supplement?
Hmmm... not specifically, I think. Lots of information about the Astral Sea; Astral Races (Couatls, Githyanki, Maruts, Quom); Astral Dominions; Astral monsters.

There is information about travelling on the Astral Sea; ship to ship combat; Astral navigation; and info on the different Dominions' ships.

I honestly think if you're running a 4E Spelljammer campaign you would absolutely want to have this book.
 

Rock of Bral NPCs

Prince Andru's Court
See under Rock of Bral post.

Other Personalities of the Court
General Dairbad (male human Lvl10 [unaligned])
Morika Ashan (female human Lvl7 [unaligned])
Lord Ostric (male human Lvl1 [unaligned])

The Noble Council
Aric Cozar (male human Lvl18 [good])
Hastain (male reigar Lvl21 [unaligned])
Basa Lianin (female human Lvl12 [good])
Kiade Ellodan (male eladrin Lvl12 [good])
Morgan Kuliek (male human Lvl1 [evil])
Arkan Nobrodukk (male dwarf Lvl19 [good])
Isandra Calanda (female human Lvl10 [good])

Other Personalities of the Nobility
Ellana Cozar (female human Lvl1 [unaligned])
Tareo Mosantas (male half-elf Lvl21 [good])

The Council of Captains
Valkan Riogan (male human Lvl22 [lawful good])
Niesse Hurnoc (female human Lvl1 [unaligned])
Vasgar Eirenfezt (male human Lvl12 [evil])
Tarilia Moune (female human Lvl16 [good])
Talosa Baniasar (male elf Lvl7 [chaotic evil])
Daargaz (male arcane Lvl15 [unaligned])
Ozamata Ku Murawa (male human Lvl24 [evil])

Other Personalities of the Council of Captains
Kurishi Otobe (female human Lvl10 [unaligned])
Nolan DeVries (male human Lvl18 [unaligned])
Bianca Micharie (female human Lvl1 [unaligned])

Envoys and Emissaries
Marianon Silmara (female eladrin Lvl30 [good])
Gaeredan Celedir (male eladrin Lvl15 [good])
Ishathrandra (mind flayer Lvl18 [evil])
Stakahlia (male dracon [dragonborn] Lvl15 [lawful good])
Saerig Tomojak (male giff Lvl10 [unaligned])
Lord Chan Fu Wi (male human Lvl9 [good])

Other People of Note
Irdana Shipwright (female human Lvl1 [unaligned])
Meredin Sandyfoot (male halfling Lvl22 [good])
Andaclesia (female human Lvl19 [lawful good])
Gamalon Idogyr (male human Lvl28 [good])
The Juggler (female human Lvl21 [good])
 

Hmmm... not specifically, I think. Lots of information about the Astral Sea; Astral Races (Couatls, Githyanki, Maruts, Quom); Astral Dominions; Astral monsters.

There is information about travelling on the Astral Sea; ship to ship combat; Astral navigation; and info on the different Dominions' ships.

I honestly think if you're running a 4E Spelljammer campaign you would absolutely want to have this book.
It definitely sounds like I need it, especially for the ship to ship combat and Astral navigation stuff.

Do any of the Astral humanoid races have racial write-ups?
 

Gnome, Wildspace [Tinker Gnome]

RACIAL TRAITS
Average Height: 2' 8" - 3' 6"
Average Weight: 45 - 50 lb.

Ability Scores: +2 Dexterity, +2 Intelligence or Charisma
Size: Small
Speed: 5 squares
Vision: Normal

Languages: Gnome and Common.
Skill Bonuses: +2 Arcana, +2 Stealth

Knowledgeable: You gain training in one Knowledge skill of your choice.

Gnome Weapon Proficiency: Wildspace gnomes gain proficiency with all hand-held firearms.

Life Quest: You gain a +2 racial bonus to Will. You are hard to sway from your chosen path in life.

Fey Origin: Your ancestors were native to the Feywild, so you are considered a fey creature for the purpose of effects that relate to creature origin.

Small: As a small creature, you have restrictions in combat. You cannot use a two-handed weapon unless it has the small property. When you use a versatile weapon such as a longsword, you must use it two-handed but you don't gain the normal +1 damage for using it in that manner.

Tinkerer's Advantage: You have the tinkerer's advantage power.

Tinkerer's Advantage [Wildspace Gnome Racial Power]
You can use your learned knowledge in combat to improve your chances at success.
Encounter
Free Action | Personal

Trigger: You are missed by an attack from an adjacent foe.
Effect: You immediately gain combat advantage against the foe that attacked you.
 
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Kender

RACIAL TRAITS
Average Height: 3' 6" - 4' 10"
Average Weight: 80 - 100 lb.

Ability Scores: +2 Dexterity, +2 Constitution or Charisma
Size: Small
Speed: 5 squares
Vision: Normal

Languages: Kenderspeak and Common.
Skill Bonuses: +2 Perception, +2 Thievery

Kender Weapon Proficiency: You gain proficiency with two of the following kender weapons: battak, chapak, hachak, hoopak, polpak, sashik, or whippik. (from Cam Banks RoA conversion)

Fearlessness: You gain a +1 racial bonus to Will. In addition, you gain a +5 racial bonus to saving throws against fear effects.

Small: As a small creature, you have restrictions in combat. You cannot use a two-handed weapon unless it has the small property. When you use a versatile weapon such as a longsword, you must use it two-handed but you don't gain the normal +1 damage for using it in that manner.

Taunt: You have the taunt power.

Taunt [Kender Racial Power]
You can hurl insults that cause your foes to lose their temper.
Encounter
Minor Action

Target: One creature
Effect: You mark the target creature for the remainder of the encounter or until the target is marked by another character.
 
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