Spelljammer Adventure Building Kit

by tgsmith489

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Spelljammer Adventure
Building Toolkit

Table of Contents


Credits

The Spelljammer Adventure Building Toolkit is based on the Adventure Stimpack made by RPGSessions. It was converted to Spelljammer by Tim Smith.

The Spelljammer setting is owned and published by Wizards of the Coast.

Artwork
  • Front Cover Art: Wizards of the Coast
  • Art on page 8: Wizards of the Coast
  • Art on page 13: Wizards of the Coast
  • Art on page 17: Wizards of the Coast
  • Art on page 24: Wizards of the Coast
  • Back Cover Art: Wizards of the Coast

Additional Resources
2

Introduction

Running a role-playing game in the Spelljammer setting is filled with adventure, excitement, fast-paced action, and quick moving scenes. Players will discover the tougher and grittier aspects about living and working together in a variety of environments and crystal spheres. Sometimes, it can be challenging to come up with ideas and plotlines for the players, and we must quickly come up with a session idea. Wouldn’t it be nice it there were a tool we could use to help us out, and give that creative boost from time to time?

This book is designed to be that tool! It will help dungeon masters create plotlines and opportunities for your players to immerse themselves into the many cultures found throughout the spheres, and create memorable stories together. As Spelljammer is often focused on the more illicit aspects of living in wildspace, these ideas focus heavily in that direction.

This book supports the ideology that the DM is not the story teller, but the creator of conflict. The DM offers challenges for the PCs to overcome, but not in an adversarial way, rather as partners in the narrative process. The PCs then get to decide how to approach those conflicts, and the dice help determine the results. This gives the responsibility of the plot to the DM, and the responsibility of the story to the PCs.

The ideas expressed in this book are also grounded in the direction that Spelljammer is more fantasy than science fiction. A space opera that doesn’t need to have logical explanations for how technology or magic works. Keep these concepts in mind, and your players will feel like they’re a part of a living wildspace system with adventurous stories to tell.

How To Use This Book

This book goes through a few simple steps to craft a fun adventure. There will be options to roll for random creation, or select the best ideas that fit your current group and game. GMs will need a d6, d12, and d20 to use with these random tables. Each section will go into further detail, but here are the steps:

  • First, review player motivations, goals, and obligations or allegiances. Also review any existing plotlines and NPCs that could still be important or unresolved.
  • Form your larger plotline, using a simple sentence formula, if you want a more epic, sprawling campaign.
  • Roll or choose from a table to determine what job the crew is being hired for, and how they come across this opportunity.
  • Next, use the provided formulas and tables to create important initial details for the job.
  • Use the tables to determine what kind of complications might arise as the players take on this job.
  • Lastly, what ways are you going to keep the crew hungry during this job? See EotE page 151 for more info.
Using Obligation

Some of the ideas in Star Wars: Edge of the Empire could be useful in a Spelljammer campaign. Specifically, the Obligation could be helpful when tracking allegiances and planning new plotlines. You can learn more about that at yawningportal.org.

At anytime during this process, you are free to interpret the results, or use your own imagination, to f inish the details in your adventure, or embellish the outcomes. These aides are not meant to limit ideas into a ridged formula, but to open possibilities and generate options. Plus, the more you can inject PC backstories, motivations, and goals, the more personal your adventure will be to those players.

The end of this book also contains worksheets and pages of blank tables for the various formulas to create your own custom list of options to randomize. Maybe you have a specific gang you want to include as an adversary, or a location with great importance to the players that should be included. Whatever the case may be, the blank tables can be printed, filled and used to better personalize your adventure crafting.

3

Step 1: Review Players and Plots

Any good GM will know basic details about the player characters. What are their backstories, motivations, obligations, goals, aspirations, and desires? Who has wronged them in the past, and who has been there to aide them when they find themselves in trouble? Are the characters more heroic with a great sense of moral direction, or more self preservation oriented, willing to do whatever it takes to keep their ship sailing? These details can lead to some adventure ideas that practically write themselves.

Understanding group goals and motivations can help seed adventure hooks and plotlines too. Are they looking to create the fastest vessel in the sphere, and pool all their resources into their ship? Or maybe everyone would like to set up their own cargo delivery service, with a base of operations?

If players and groups don’t have goals or motivations, encourage them to create some, and share with their fellow players. They don’t have to be long or detailed. Some basic ideas are enough to start, and more details can be filled out as you play.

Plotlines

When a new group of characters start their adventures in the Spelljammer setting, their backstories and history are sometimes the only things available to DMs to use as direct adventure prompts. But as time goes on, and the PCs engage in all sorts of quests, jobs, and trouble, DMs will begin to compile other plots that still need an ending. Write down the title of this Plotline, and keep it in your back pocket for inspiration and possible resolution at a later time.

Maybe it was a task that was only partially done? Or maybe a new discovery was made while on a different quest that still needs explored?

Review the list of plotlines before crafting a new session, and determine if it makes sense to return to it for further adventure.

Other Characters

Along with tracking player character details, and past unresolved plotlines, a DM can also be creating a list of characters the PCs meet in their journeys. Maybe they were favored by a small village for bringing them much needed supplies. Or a black market merchant has befriended them, and is always willing to give them a discount.

Look over the list of NPCs that have gained enough importance to be recorded, and think of ways they might reappear in the future. A broken down ship requires that contact you made last time you were on planet. The pirate captain you heard about might be the perfect person to hire the unemployed passenger you are helping escort.

Step 2: Obligation (Optional)

This step is optional depending on whether or not you decide to implement a system into your game like Obligation. In short, Obligation (from Star Wars: Edge of the Empire) is a system which gives PCs a minimal back story with a simple way to integrate it into the story on a session-by-session basis. In an episodic campaign structure, this system can be very useful to keep storylines focused on the characters and make it seem like they're interacting with a reactive setting.

For more details on what Obligation is, and how to use it in your game, check out this page on Fandom. There you will find great ideas in how to use Obligation in your campaigns and adventures. Before play begins the DM should roll a D100 to see if Obligation is triggered for the session. It’s recommended to roll at the beginning of the session, but DMs can also consider rolling it at the end of a session, to give proper time to work it into the session. DMs could also make the roll privately to increase the tension of the game. Ultimately, it’s up to the DM on how he would like to trigger the mechanic.

Obligation can be another great resource for generating ideas for an encounters for the PCs. It can also be a way to track notoriety and fame for the group. With a high group Obligation, the party may find it difficult to go anywhere with local law or elven imperial guards instantly arresting them. On the other hand, they may receive exuberant welcomes in the seediest parts of the underworld, only to be attacked by other pirate captains jealous of their success. DMs will keep an eye on the party’s Obligation, not only for more adventure opportunities, but also as a gauge in their standing in wildspace.

4

Step 3: The Big Picture

Episodic adventures can be one way to run a Spelljammer game. This keeps the story lines shorter, and they don’t need to flow into each other. But you may find having a greater plot happening outside the smaller plotlines an enjoyable option for longer campaigns. If you are constructing a larger campaign, the following should help you craft a bigger picture, while still crafting smaller adventures and sessions.

Your Sentence

To create a greater plot, there are many methods and techniques that can aide in the process. For this book, we will using the “Your Sentence” technique taught by Guy Sclanders from the How To Be A Great GM YouTube series. You start with this formula...

<Somebody> wants <something> badly.

If you want more details in your sentence, use the following example...

<Somebody> wants <something> badly by <a specific time>, and is having difficulty getting it using <something> because of <something>.

Both of these sentence give two important aspects to create a larger plot for our campaign. First, who will be the main antagonist to the PCs. This character should be a Nemesis level adversary, and will be who the PCs will be trying to thwart once they discover their plan.

Secondly, what is this adversary trying to do? What do they want so badly? Whatever it is, they are so set on getting it that they will do anything to accomplish their desires. Nothing will stand in their way, and they will use their power and skills to accomplish it.

The wonderful thing about this method is that the GM is coming up with the actions of the main adversary, and the means in which he will accomplish his goal, but not directing the specifics of how the PCs will stop it. This allows the GM to not worry about railroading the PCs into a path, but naturally letting the story flow, and introduce key pieces of information about the adversary to the PCs during the game.

How Will They Do It?

To continue with this method, think of ways that the adversary will accomplish their desires. What steps do they need to do to prepare the path to completion? What materials or supplies do they need to acquire? Maybe they need to build an army, find a powerful relic, or create a massive weapon. Each of those examples can become ways that the PCs can thwart the adversary’s plans, and provide greater side quests or jobs. Consider what happens if the PCs do stop one plan, and what the adversary would still do to move forward with their nefarious ideas.

Once the nemesis has acquired their needed supplies, building and creating it would be their next objective. Where is it being built? What manpower is being used? What transports are needed? After it’s constructed or gathered, the nemesis might even test their plans, or execute a smaller version of their end desire, just to make sure it works.

Finally, the nemesis will unleash their plans, and the final confrontation with the PCs should be dramatic and epic, regardless of whether or not they’re successful in stopping the original plan. How does this climax affect the system, sector, or galaxy? By this point, the PCs should have a clear goal to stop the event from happening, and are ready for the showdown.

Important NPCs

Once you have your sentence, and ideas how the adversary’s plan will transpire, be sure to take time to prepare important NPCs, including the main adversary. Henchmen and captains will be important to help carry out work need to accomplish the task. Crime syndicates or Imperials looking to benefit from such actions can be prepared as well.

All NPCs don’t need to be mapped out and crafted, but make sure key figures are ready in case you discover a perfect opportunity during a side job for the Hutts that would be perfect time to inject one of these figures. After a while, as the PCs keep hearing about certain NPCs over and over again, they might wonder what they are up to. Or better yet, if the adversaries hit the PCs close to home, they are sure to take notice.

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Step 4: Choose Your Job

Once you have reviewed your player characters, past plotlines, and decided if you want a bigger plot to your adventure, you can generate hundreds of scenarios using the tables in the next few sections. First, you want to decide what type of job the PCs will be given.

Using the Table 1: You Are Being Hired To... below, roll a d12 and select the type associated with the number result. You may also look through the list and pick one that fits the current narrative for your group and story. This will give you the starting point for your next game or session, and a specific direction you can take. You can also roll a d6 and use Table 2: How Do PCs Come To Know About This Job to give further insight into how your players learned about their new task to help add more flavor to the initial hire.

After a job type has been selected, go to the page number associated with that row to find a simple formula for that type to add more details to the job. Follow the format similar to the Your Sentence method, and fill out important details using tables created for that specific type. At anytime, create your own tables with the blank worksheets in the back of this book.

Table 2: How Do PCs Come To Know About This Job
d6 Type
1 Someone contacts them directly
2 Witnessed/Overheard
3 Saw posting on a job board
4 Captured and forced to do it
5 Message for someone else was intercepted
6 Roll again or choose some other way
Table 1: You Are Being Hired To...
d12 Type Page
1 Heist/Theft - Something of high value or great importance is desired by someone, but they don’t want to pay for it. 8
2 Espionage/Infiltration - Spying, learning secrets, clandestine activities, and gaining access to a secure area is needed. 10
3 Escort - Safely taking someone of prestige or stature from point A to point B. 11
4 Rescue - Someone or something has been captured and needs to be saved, broken out, or freed before something dangerous happens. 12
5 Protect - Someone with fame or something of great significance needs to be safeguarded or defended. 13
6 Collect - An item of value is out there, and the PCs need to get it for someone. 14
7 Bounty - Someone has a price on their head, and PC are going to track them down. (A bounty job does not need to roll on Tables 3 and 4.) 15
8 Transport/Smuggle - Legal cargo needs delivered somewhere, but illegal cargo will need to be smuggled. 16
9 Negotiate/Trade - Some type of deal, negotiation or agreement needs to be made by the PCs. 17
10 Exploration/Investigation - Someplace needs discovered, charted, or mapped out for better understanding by their employer. 18
11 Sabotage/Thwart - Someone or something needs to be removed from the equation, deleted, or stopped. 19
12 Not hired!... Invitation to join - A person or group has invited the PCs someplace to watch or participate in some momentous event. 20
6

Step 5: Fill in the Details

Now that you know what job your party is about to do, it’s time to fill in more of the details. The next few pages contain descriptive sentence formulas for the chosen job, and random tables to help fill in specifics. Roll to discover the who, what, where, how and why of the job, or fill in the blanks with your own ideas.

As you record the results, you may find ideas that are better than the random results, and more appropriate for your players. Use the tables as a starting point to create a memorable adventure. You may also find that some results don’t make complete sense together. In those cases, come up with the solution that does make sense, or find creative ways for the results to work together.

Table 3: Who's Hiring You?
d20 Employer Descriptor
1 Planetary Government Corrupt
2 Crime Syndicate Power-hungry
3 Pirate Untrusting
4 Business Owner Sincere
5 Mining Operation Wealthy
6 <Faction> Supporter Shady
7 <Faction> Leader Arrogant
8 Broker Mysterious
9 Political Ruler Newbie
10 Archaeologist Aggressive
11 A friend of the PCs Secretive
12 Farmer Polite
13 Senator Humble
14 Self Employed Loyal
15 Antiquities Dealer Anxious
16 Smuggler Busy
17 Alchemist Pompous
18 Criminal in hiding Well-traveled
19 Colonist Leader Injured
20 Villain in disguise Intelligent

Employer and Payment

Just about all the adventure types have someone that is needing the services of the PCs. Use Table 3: Who’s Hiring You? for any of the jobs that need an entity funding the job, or requesting the aide of the PCs. Roll on the first column to give you who the employer is, roll again to add another descriptor to the character. This could range from a power-hungry crime lord, an untrusting Imperial Governor, a corrupt Senator, or just being self-employment. This will help you consider if the descriptor has any influence related to the job, and what kind of client the players will be dealing with.

Next, use Table 4: Payment for the Job to find out what your client will offering the group upon successful completion of the job. This might be a fixed amount of gold pieces, a percentage, or some other form of compensation, like tickets to the grand opening of a theme park worth hundreds of gold pieces, or crates of illegal weapons you might be able to sell later. You can create a reason why they employer would pay so much, or so little, for their important job. PCs can always negotiate the terms, but GMs should be careful not to award the players to much, as we will discuss ways to keep the players hungry, as well as deal with unforeseen difficulties.

Table 4: Payment for the Job
d12 Amount
1 1d6 x 100gp
2 A favor
3 Exclusive contact information
4 Free promotion, notoriety, or fame
5 Coordinates to a treasure
6 Pass or tickets to exclusive event (50gp)
7 2d6 x 20 gp
8 Legal Cargo to sell (Food, supplies, etc.)
9 Illegal Cargo to sell (Drugs, weapons, etc.)
10 Magic items (Potions, scrolls, etc.)
11 Cover costs or expenses in this sphere
12 3d6 x 50gp

* To roll for a random faction, go to Extra Tables

7

Heist/Theft

Heist and theft jobs revolve around someone wanting the PCs to steal something important It’s important to keep in mind additional factors and scenarios that might be connected with such jobs. What is the security like? Why is the item so valuable? Why does your employer want you to do it? Will the group need to additional plans and encounters to help set up success? Is someone positioned to double cross the PCs? Table 5: Heist/Theft Options and the following sentence will help get you started. Roll 3 d20s to learn more details about the heist!

<Employer (Table 3)> will pay you <Amount (Table 4)> to steal <Item (Table 5a)> from <Target (Table 5b)> before <Event (Table 5c)>.
Ship flying away from the Rock of Bral
8
Table 5: Heist/Theft Options
d20 A: Item B: Target C: Event
1 A Document A Casino Sports competition ends
2 A Famous Gem A Treasury <Faction> arrives
3 Drugs¹ A Crash Site Star goes supernova
4 Valuable Resource A Museum The location is destroyed
5 A Person Another Thief Item is stolen by someone else
6 An Ancient Artifact An Armored Security Vessel New security system or team is in place
7 A Gold Stash An Ancient Vault Someone is executed
8 A Skull A Crime Syndicate Wild animals intervene
9 A Wondrous Item A Pirate Stronghold Convention ends
10 A Cursed Item A Wildspace Port Item is sold at an auction
11 A Ship or Vessel A <Faction> Outpost <Faction> arrives
12 A Lost Treasure A Royal Convoy A council meets
13 A Private Luxury Vessel A Deadly Temple Stars align
14 A Legendary Item <Faction> Caravan Disaster hits location
15 Weapons Schematics An Abandoned Fortress The last transport leaves
16 Memories A Dilapidated Port A celebration in 1 week
17 <Faction> Uniforms/Armor An Asteroid Field The environment turns deadly
18 A Trophy A Senator's Office Guard shift rotation
19 Part of a Ship A Slaver Superweapon charges
20 A Physical Key Magic User The item is sealed forever

* To roll for a random faction, go to Extra Tables

¹ A list of known drugs in D&D can be found on the Forgotten Realms Wiki and in Ebberon: Rising from the Last War.

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Espionage/Infiltration

Some jobs require more stealth and sneaking instead of cannons and blunderbusts, and clients are willing to pay handsomely to anyone that can infiltrate facilities and succeed at covert espionage missions. These jobs require a heightened awareness to silent dangers. What security measures are being used at the target location? Will there be others that are looking for the same information? And most importantly, what happens if the PCs are discovered? Table 6: Espionage/Infiltration Options and 3 d20s will give you the details to craft a memorable experience.

<Employer (Table 3)> will pay you <Amount (Table 4)> to <Task (Table 6a)> <Target (Table 6b)> because <Reason (Table 6c)>.
Table 6: Espionage/Infiltration Options
d20 A: Task B: Target C: Reason
1 Spy On A <Faction> installation People are missing
2 Infiltrate A Crime Syndicate Rumors of something evil
3 Expose Government Chambers Secret passcodes or directions are needed
4 Uncover A Manor It's not what it seems
5 Gather Intelligence on A luxury Vessel Client wants blackmail material
6 Do Surveillance on A Wildspace port Need to find the information leak
7 Scry A pirate ship Someone needs interrogated
8 Discover secrets about A business Information needs planted
9 Invade Wizard's Tower Information needs to be shared
10 Sneak into Mining Operation Assassination is rumored
11 Go undercover A <Faction> Safehouse Ruthless experiments
12 Break into A private casino Credentials need changed
13 Access data in A secret wilderness base Equipment needs retasked
14 Eavesdrop on A restricted temple Tactics need recorded
15 Monitor An entertainment spectacle Client wants revenge
16 Validate conspiracy about A shipping vessel Information needs confirmed
17 Learn about A formal banquet Prepare for a larger strike
18 Question persons at A sporting event Vulnerabilities need discovered
19 Do covert ops A mysterious inner circle Documents have information
20 Learn truth A prison Target of terrorists

* To roll for a random faction, go to Extra Tables

10

Escort

Escort type jobs are common adventures in Spelljammer games, and passengers and employers are looking for crews they can count on to make the trip. There are always citizens that are looking for ways to get from here to there for all sorts of reasons, and usually not willing to share them. What secrets do they hide? What backstory would be important to know? Is there someone trying to stop this trip? Will anyone be waiting at their destination? Use Table 7: Person Options to discover who you are escorting, and roll twice on Table 8a & c: Location Options to know where you are going.

<Employer (Table 3)> needs to get <Person (Table 7)> to <Location (Table 8a)> from <Location (Table 6c)> before <Event (Table 5c)> and will pay you <Amount (Table 4)>.
Table 7: Person Options
d20 Description Person Optional Details 1 Optional Details 2
1 A <Species> Scholar With (Roll on Table 5a) Wearing a royal crest
2 A religious Traitor With a mount And always dancing
3 A <Faction> Magic User Clutching 1d8 filled vials And snoops too much
4 An escaped Spy Holding a scroll And doesn't speak common
5 A mysterious Outlaw With a <Weapon> Looking hungry
6 A wanted Noble Reading the news While covering their face
7 A sick Slave With bloody hands In long silk robes
8 An old Performer With a bag of gold And afraid of something
9 A crazy Diplomat Tinkering with a device And tells jokes constantly
10 A paranoid Priest Drinking strong ale In a duster coat
11 A charming Merchant Smelling of tobacco And sharing their food
12 A bossy Business-person With something glowing And jewelry all over
13 A prideful Crime Lord With a religious item And wearing spectacles
14 A dangerous Pirate With a scar And missing teeth
15 A gruff Miner With 4 <Weapon> And talking into a sending stone
16 A dying Archaeologist With no expressions In long stylish boots
17 A cursed Friend of the PCs Coughing constantly And knitting something
18 A homicidal Farmer With secrets to tell Wearing leather armor
19 A greedy Leader With security guards And hiding in the shadows
20 A nervous Gladiator With a decorative cane Wearing a <Faction> logo

* To roll for a random faction or species, go to Extra Tables

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Rescue

A good rescue mission involves someone that has been captured, incarcerated, or trapped behind enemy lines. The PCs will have to figure a way in and get their target out without being captured themselves! Why was this person captured in the first place? Will it involved brute force or more stealth tactics? Will the PCs need to prepare or plan anything additional to the breakout? Use Table 7: Person Options to discover who you are rescuing, and roll on Table 8b: Location Options

to know where they are being held, and Table 9: Opposition to know who the PCs will be up against.

<Employer (Table 3)> will pay you <Amount (Table 4)> to rescue <Person (Table 7)> from <Location (Table 8b)> controlled by <Opposition (Table 9)> *before <Event (Table 5c)>.
Table 8: Locations
d20 A: Location 1 B: Location 2 C: Location 3
1 Earth Body Palace A Nearby Inn
2 Fire Body Prison Other Side of Town
3 Air Body Fortress A Bazaar
4 Water Body Military Ship A Night Club
5 Ice Body Transport Ship A Cafe around the Corner
6 Cluster Shipwreck Incoming Transport
7 Ring Slave Lightning Rail
8 Hot Body Remote Town A Space Port
9 Cold Body Local Jail A temple or healer
10 Rock of Bral Wizard's Lab A Casino⁴
11 Primary World³ Loading Docks Astral Resort
12 Belt Space Port A Moon
13 Dead God Gang Hideout A Side Alley
14 Living Ship Asteroid Field Some houses
15 Moon Mine A Theatre
16 Nearby Body Armory Archaeological Dig
17 Distant Body Hidden Camp The wilderness
18 Current Body Tournament Shack hidden on a body
19 Previous Body Secure Location An observatory
20 Different Sphere Wildspace A sporting event
Table 9: Opposition
d20 Opposition
1 The Tenth Pit
2 Pirates
3 The Xenos
4 Elven Imperials
5 Slavers
6 Bounty Hunter
7 Loan Sharks
8 POTs¹
9 The Trading Company
10 Scro
11 Local Authorities
12 Gaspar Reclamations
13 Crime Syndicate
14 Nomads
15 Evil Wizard
16 Undead
17 Large monsters
18 Raiders
19 Giant Hamster Gang²
20 Local residents

* Optional Detail

¹ POTs is an acronym for the Pragmatic Order of Thought

² Similar to a biker gang, but they ride giant hamsters

³ Primary World refers to the primary location in a sphere (Toril, Krynn, Oerth, etc)

⁴ Information about casinos and gambling mechanics can be found in Keys from the Golden Vault

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Protect

The heroic nature of some PCs can’t let the defenseless or weak to become subject to the powerful or vengeful. Those that choose to take on jobs to protect do it at their own peril, usually become the bodyguard or soldier between the opposition and their target. Why do they want to target the person or group? What supplies will the PCs need to make their stand, or defend from the shadows? Is this an assassination

attempts, or brutal charge into battle? Table 10: Protecting Options will give you the details you need.

<Employer (Table 3)> will pay you <Amount (Table 4)> to protect <Target (Table 10a)> from <Opposition (Table 9)> that are coming <Event (Table 5c)>.
Table 10: Protecting Options
d20 A: Target B: Opposition C: Event
1 Remote Outpost The Tenth Pit At sundown
2 Group of farmers Pirates In three days
3 Politician The Xenos When their leader arrives
4 Military Leader Elven Imperials At the end of the harvest
5 Space Port Slavers Before the last ship leaves
6 Remote Outpost Bounty Hunter When <monster> is let loose
7 Fledgeling Colony The Seekers When the celebration starts
8 A Witness to a Crime Pragmatic Order of Thought At the sound of alarm
9 Wizard's Tower Company of the Chalice After the storm dies down
10 Alchemist's Lab The Shapers Before the great darkness
11 Runaway Children The Trading Company Sometime at the convention
12 Business-person <Species> Army After the council meets
13 Injured Survivor <Monster> When the planets align
14 Last Family of Animals Evil Wizard When the river runs dry
15 Isolated Structure The Sindiath Line In 1d6 hours
16 Small Village Gaspar's Reclamations During the gathering in 1 week
17 Wealthy Entrepreneur Assassins After destruction of nearby settlement
18 <Faction> member A released criminal Anytime or Unknown
19 Mine Leader Scavver gang
20 Crime Lord Raiders When the Target is in Public

* To roll for a random faction or species, go to Extra Tables

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Collect

Most DMs and players know what a MacGuffin is. That is the heart of a collecting job. Retrieve something from a location for a reason before something happens or someone else beats you to it. A collecting job can be different than a heist, and usually involves less criminal activity, and more questing. What makes this item so sought after? Who else might be interested in it? What dangers or hardships will the PCs

face in order to get their item? Use Table 11: Collecting Options to learn more about what they must retrieve.

<Employer (Table 3)> wants <Item (Table 11a)> because <Reason (Table 11b)> and must get it from <Location (Table 11c)> before <Event (Table 11d)> and will pay you <Amount (Table 4)>.
Table 11: Collecting Options
d20 A: Item B: Reason C: Location D: Event
1 An Animal it'll aide in repairs Hidden Crypt Rivals get it first
2 Gem or crystal it'll heall sickness Forbidden Tower Area gets dangerous
3 An Alchemist it'll give an edge Ship Graveyard <Faction> claims it
4 A Legendary Pirate Has critical info Underground Destroyed by nature
5 A Lost Autognome It'll break a curse Asteroid Belt Someone dies
6 Herb or plant It will help a business A Lake Ritual begins
7 Rare Wine Has great influence Luxury Ship Pirates become aware
8 Rare Artifact It'll help find a loved one Dungeon The path is lost
9 Drifting Scrap Give them power Warehouse/Office It's taken away
10 Shipwright It'll right a wrong Noble House Magic is depleted
11 Copy of Contract It'll restore balance Trophy Room It breaks
12 A key It'll vanquish evil Ruins Public display starts
13 Document/Scroll It'll fulfill a prophecy Pirate Haven Swamp rises
14 A prosthetic limb It'll unite people Space Port Darkness falls
15 Evidence It's a trophy City outskirts It attracts visitors
16 Holy Relic Claims it's theirs Wilderness The asteroid passes
17 Coordinates It contains secrets Blacksmith's Shop The moon is visible
18 Glowing Orb It'll make a good gift Backstage of a show Freezing temps
19 Magic User It's of great value A large pit Criminals steal it
20 A Famed Explorer It needs to be displayed A mountain Sickness spreads
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Bounty

In Spelljammer, there’s no shortage of those that have bounties on their heads for one reason or another. PCs can go after these bounties, with hopes of a decent payout and little collateral damage. What has the bounty done to earn such a mark? Are the players prepared to honor the hunters code in the chase? What will it take to track the target down, and how much of a fight will they put up? Table 12: Bounty Options will give you details to who this person is, and where they were last seen. The other Tables 13 and 14 will help the

players know what kind of target you are after with relationship to the bounty amount and contract type.

<Target (Table 12a)> has a bounty last seen <Location (Table 12b)> for <Amount (Table 13)> <Contract Type (Table 14)> and is posted by <Party (Table 17)>.
Table 12: Bounty Options
d20 A: Target B: Location
1 Hardened Killer Inn
2 Dangerous Beast Ship in Wildspace
3 Mage Rock of Bral
4 Spy Wilderness
5 Informant Alleys in city
6 Crime Lord Secluded cottage
7 Government Official Luxury Resort
8 Smuggler Casino¹
9 Pirate Spaceport
10 Assassin Temple in Mountains
11 <Faction> Officer Ruins
12 <Faction> Defector Overgrown asteroid
13 Rogue Autognome Caves
14 Terrorists Ship in asteroid field
15 Thief Business district
16 Debtor Hunters camp
17 Disavowed Hunter Barn loft
18 Escaped Slave Sporting event
19 Slicer Manor
20 Inventor Criminal settlement
Table 13: Amount
d12 Amount
1 1d6 x 20gp
2 2d6 x 10gp
3 2d6 x 40gp
4 3d6 x 20gp
5 3d6 x 30gp
6 3d6 x 40gp
7 3d6 x 50gp
8 4d6 x 40gp
9 4d6 x 60gp
10 4d6 x 80gp
11 5d6 x 50gp
12 5d6 x 100gp

Table 14: Contract

d6 Type
1 Alive
2 Dead or Alive
3 No Preference
4 Capture/Restrained
5 Dead with Proof
6 Not Specific

¹ Information about casinos and gambling mechanics can be found in Keys from the Golden Vault

15

Transport/Smuggle

Delivery jobs are everywhere in Edge of the Empire games. Goods are needed all over the galaxy, whether they are legal or illegal, and crime lords, black marketeers, and businessmen are looking for people they can count on to make the trip. Transportation and smuggling jobs also features complications en route that make the journey a challenging one. Is there more to this cargo than face value? Why does it need to get

to its destination? Who else is waiting to take it from the players? Use Table 15: Transport/ Smuggle Options to work out the needed details, and keep off those Imperial scanners.

Negotiate/Trade

Negotiation and trade jobs involve the PCs brokering deals, securing trade agreements, wheeling and dealing, promoting scams, and mediating trade disputes. Players with a knack for social encounters or the gift for gab will find negotiation jobs right up their alley. But maybe their employer doesn't want them to succeed, instead becoming a scapegoat. What information about the deal is the client not sharing? Table 16: Negotiate/Trade Options and Table 17: Parties Involved will help start your next social encounter.

Table 16: Negotiate/Trade Options
d12 Type
1 Mediate a dispute
2 Strike a deal
3 Negotiate a contract or agreement
4 Incite amnesty
5 Be an envoy with grave news
6 Negotiate treaties
7 Forge alliances
8 Sow distrust
9 Convince aid is needed for someone
10 Avert war
11 Negotiate the sale/trade of an item (Use Table 12a or 12b for the item)
12 Negotiate a Trade Route
<Employer (Table 3)> will pay you <Amount (Table 4)> to <Negotiate/Trade type (Table 16)> between <Party (Table 17)> and <Party (Table 17)> *before <Event (Table 5c)>.
Table 17: Parties Involved
d20 Parties
1 Black Marketeer
2 Pirates/Raiders
3 The Tenth Pit
4 The Elven Imperial Fleet
5 Slavers
6 Gaspar's Reclamations
7 The Trading Company
8 Pragmatic Order of Thought
9 The Company of the Chalice
10 Crime Syndicate
11 Scavver-rider Gang
12 Local government
13 Local business
14 Government official
15 Scholars
16 Mining Operation
17 A friend of the PCs
18 Archeological crew
19 Remote settlement
20 Farmers

* Optional Detail

17

Exploration/Investigation

Locations need discovering or explored, or has just been discovered, or someplace lost has been found again, and the PCs must explore this new land, planet, plane, or temple. Exploration jobs can also involve investigation-themed adventures. These revolve around being presented with a mystery and getting to the bottom of it through detective work, magic, research, poking around crime scenes, questioning witnesses and suspects, cracking codes, and similar activities. Choose between Table 18: Exploration Options for more specifics about exploration jobs, and Table 19: Investigation Options for more investigatory jobs.

<Employer (Table 3)> will pay you <Amount (Table 4)> to <Type (Table 18a)> <Target (Table 18b)> because <Reason (Table 18c)>.

Use same formula for investigation jobs and Table 19: Investigation Options.
Table 18: Exploration Options
d12 A: Type B: Target C: Reason
1 Explore Uncharted sphere Find natural resources
2 Map New planet Get information to help make a decision
3 Search An asteroid field Want to find a better path or route
4 Find Ancient ruin Add information to library
5 Chart Abandoned fortress Uncover a mystery
6 Discover Underwater temple Find something lost
7 Survey Hidden military base Find something valuable
8 Scout Criminal hideout Find something hidden
9 Research Shipwreck site There may be treasure there
10 Study A new spelljamming lane May help avoid dangers elsewhere
11 Analyze A jungle Find rare materials
12 Catalog A new cave system Verify information about it
Table 19: Investigation Options
d6 A: Type B: Target C: Reason
1 Inspect Environment samples It will find evidence for a crime
2 Uncover Ancient artifact It will help locate a missing person
3 Investigate Crime scene It will discover who committed a murder
4 Probe Neighborhood It will help reveal a vital clue to a mystery
5 Examine Vessel It will prove someone is innocent
6 Search An incident It will point to the guilty party
18

Sabotage/Thwart

Stopping, or thwarting, jobs can pit the players against an object or person that needs to be defeated, overcome, destroyed, or sabotaged. Someone wants the players to end the evil reign of the target, or make sure something never sees the light of day. Why is the target such a threat? Have others tried to stop it? Is this part of a much bigger plan that involve the PCs? Once defeated, what will the repercussions be? Use Table 20: Sabotage/Thwart Options to help fill out the details.

<Employer (Table 3)> will pay you <Amount (Table 4)> to stop <Target (Table 20a)> before <Event (Table 20b)> or else <Happening (Table 20c)>.
Table 20: Sabotage Options
d20 A: Target B: Event C: Happening
1 Magic protections Cataclysm on a planet Village is destroyed
2 Spelljammer ship Convoy arrives Massacre will happen
3 Crime Lord Magic protections are restored Precious shipment will be lost
4 Scavver Rider Gang Deal is finalized Crime in the sphere will increase
5 Government official Assault is unleashed Gold will be stolen
6 Pirate leader Relic is delivered Planetary destruction
7 Saboteur Display of power begins Assassins will have their target
8 Evil Mage <Faction> arrives The wall will fall
9 Runaway transport ship Invasion begins Message won't get through
10 Siege weapon Alarm sounds Innocents will be poisoned
11 Rampaging beasts Demonstration begins The wrong person will be framed
12 Social uprising Contest begins Important figure is captured
13 Delivery of cargo Agents are released Leader will be imprisoned
14 Explosive device Moons/planets align Explosions will consume the area
15 <Faction> fleet The storm begins Ships will crash
16 Slaver and shipment Access is denied People will be enslaved
17 Incriminating documents Loose contract with a ship The army will rise
18 Magical barrier Daylight comes The invasion will begin
19 Merciless invaders Object enters atmosphere Won't be enough time to escape
20 Rogue military leader Weapon is ready to use Evil person will have great power
19

Invitation to Join

Sometimes players aren’t asked to do a job, but instead invited to some great event or opportunity! An invitation can come from all varieties of influence, such as a prince's birthday party, or to compete in a ship race. Adventure can still follow the PCs, regardless if they are being paid or not. Is there another motive why the PCs were invited? Can everyone be trusted in this new setting? Are the PCs able to leave after the invitation? Table 21: Invitation to Join Options will shed some more light on those details.

<Employer (Table 3)> has invited you to <Event (Table 21a)> and <Description (Table 21b)>.
Table 21: Invitation to Join Options
d20 A: Event B: Description
1 A statue dedication Is very exclusive
2 A skiff race The will promise to make it worth your while
3 A giant hamster race To bring your favorite drink
4 A gambling tournament To come in your best attire
5 A <Faction> banquet Won't take "no" for an answer
6 An inn reopening To bring lots of gold pieces
7 A gladitorial contest Will cover your living expenses while you attend
8 Their luxury yacht Wants your endorsement
9 An exotic zoo opening Has a part for your to participate in
10 An opera performance Wants you to kick back for a bit
11 A public execution Is excited to see you
12 A museum event Is giving you the best seats
13 A survival game Is throwing a great banquet in your honor
14 A new ship launch Has a lovely surprise for you
15 A sporting event Guarantees you won't want to miss it
16 A weapons convention There will be an illusory element to it
17 A crime syndicate council An escort will pick you up in one hour
18 A trial of a relative Come armed
19 A new resort opening Don't bring your weapons
20 A big game hunt Roll twice and use both
20

Step 6: Complications

Seldom will a job ever go as planned! In an Edge of the Empire game, there are many ways add a level of extra danger to even the most mundane tasks. Adding excitement through conflict or complications will make the end result more fulfilling and adventurous for the players. These complications could be related to the main plot,

or completely unrelated. The following table has a variety of scenes, encounters, and triggers that can be infused in the job the PCs have accepted to do. Use your imagination and creativity to find ways to incorporate these added difficulties to your game. Who is behind this added complication? How does it fit into the timeline of the job? Explore these questions and use Table 22: Complications as your inspiration.

Table 22: Complications
d20 Complication
1 Ambush/Trap. Someone is setting up for the PCs to take the bait. Double-crossed allies, blame pointing to the ambushed, and capture can all become a part of this complication.
2 Captured. The PCs might become prisoners, and escaping may be their only option. They are sure to experience elaborate plans, diversions, stealth, and crackerjack timing to get out of this one.
3 Disaster. Planet-wide earthquakes, killer plagues, deadly meteor showers, and rampaging rancors are unavoidable, and the PCs will have to deal with it the best they can.
4 Environment Difficulty. Unending rain storms, toxic atmosphere, frigid mountain ranges, and bug-infested swamps can make completing the PCs job a constant hardship.
5 Mistaken Identity One of the PCs, or the whole group, have an uncanny resemblance to someone else that may be wanted for criminal activity, or owe a huge debt that won't be forgiven.
6 Pirates/Raiders. Pirates, thugs, or raiders abound throughout the sphere, and the PCs just happen to be their next target.
7 Chase. The PCs are being chased by someone, or the PCs are in pursuit of someone else. This could mean foot races, narrow escapes, and/or thrilling vehicle speeds.
8 Contest/gambling. Competitions, gladiatorial rings, and a big-stakes sabacc game all are examples of this type of complication. The group may come away with fame, or less gold, or both!
9 Assault/Skirmish. Some hostile group is ready to fight the PCs one way or another. This could also mean that the PCs have an opportunity to take the fight to a long-time adversary.
10 Diplomacy/Political intrigue. The PCs might inadvertently find themselves in the middle of rival politicians, visiting diplomats, or in courts that are not welcoming to their line of work.
11 Debt to a syndicate. A powerful crime syndicate will be in a position to offer relief, aide, or task completion, but will in turn make sure that the PCs know they own them. Big time.
12 Difficult Journey. Getting there will not be easy. Blockades, arduous desert treks, perilous ocean voyages, traversing creature infested swamps, and space anomalies might all be in their path.
13 Imperial Patrols. No matter if you are traveling a main trade route, or in a city trying to find a cantina, Imperial Stormtroopers are everywhere, sticking their nose in everyone's business!
14 Resistance. Some underdog faction is fighting against those in power! PCs might become involved with surprise raids, guerrilla tactics, and underground operations before they complete their task.
15 Additional regulation or fees. A person can't go anywhere these days without some border checkpoint, customs agent, or docking fee that was previously unknown. Hope they can pay it.
21
d20 Complication
16 Survival. The PCs find themselves without basic resources to sustain life, and they need to survive, or help others survive, whether in their own ship or on a barren planet.
17 War/Battles. Great battles and conflict are raging, and the PCs will have to take into consideration the factions vying for power and conquest as they try to finish their job.
18 Unsettling Rumors. Rumors are spread about a location, person, or event that might require more fear checks, keen eyes, and cool dispositions to make it through.
19 Another group is interfering. Another crew, jealous of the PCs or just desirous of their assign-ment, keeps getting in their way, and causes more problems than desired.
20 Proper Credentials Needed. Whether forged or official, "Credentials at the ready" is something the PCs are sure to hear a lot of.
22

Step 7: Keep the Crew Hungry

Life in the Outer Rim, or being wrapped up with the scum and villainy of the galaxy, can be a dangerous way to live. Although it comes with a certain amount of freedom, there’s a greater deal of uncertainty when you pursue this line of work. On page 151 of the Edge of the Empire Core rulebook, there’s a sidebar titled “Keep the Crew Hungry.” Take a look, and glean ways you can use those suggestions in your game. Not only is this a great way to manage the economy of the game and its players, but it also introduces various ways to inject more drama and adventure into a game.

How will it fit the current job? When could it happen into the game? Is there a key NPC that will need to be prepared for this extra scene? Select from the following list of ideas found on Table 23: Ways to Keep the Crew Hungry, and determine how the crew will manage the unforeseen difficulties and expenses that will come there way during their current employment. Some of these suggestions could be an encounter all itself. Or if could be little amounts chipping away during the course of the job. Part of these ideas could only affect the PCs bank account, while others could hit their ship and equipment more, and demand some needed repairs.

Ways to Keep the Crew Hungry
d12 Type
1 Drinks and food. They gotta eat and drink. It’s just a bit pricey here.
2 Information. For a few more gold pieces, more knowledge will be shared.
3 Gambling. You just might come away richer. Or not. It’s always the gamble.
4 Obligation. Extra need is required, which means time and resources spent elsewhere.
5 Ship repairs from battle. You didn’t want to fight those raiders, but their was little choice.
6 Ship repairs from asteroids or debris. That’s the last time we let the pilot drive!
7 Ship repairs from old parts wearing out. Things need replaced from time to time.
8 Ship docking/resuuplying. The docking technicians know when they see fresh, gullible spacers.
9 Favors and Debts. Friends need some extra gold pieces, debtors need their funds.
10 Imperial regulation/fees. Everyone has to pay for the Empire’s expanding arsenal.
11 Robbed. Big payouts attract big criminals that would like to take a piece for themselves.
12 Medical bill. Sickness, injury, and accidents may require a paid professional.
23

XP Rewards

As the players find adventure in the various jobs they’re hired to do, the in-game rewards will range from gold, to new contacts that might promise greater financial security. It’s also a good idea to keep in mind the experience points that will be reward after sessions. In the Edge of the Empire Core Rulebook, page 301, you’ll find suggestions on how to award players with XP, and decide how much to give for milestones or job completions. Along with those suggestions, we highlight a few supporting ideas here.

PLAYER MOTIVATION

To encourage role playing from your players, reward them with XP as they make their character’s motivation a part of the unfolding story. How do the jobs they take affect their motivations and outlook? Are they more motivated to take on certain types of jobs over others? Encourage these character moments to bring a level of depth to the stories, and brings their characters to life, as well as earn more experience for growth!

GOALS OR DESIRES

Tied closely with motivations are goals and desires. There may be times where players will share their character’s desires out loud. As a GM, encourage to go after those goals, and be prepared to reward the PCs with extra XP or some other type of equipment or gear. If a player discovers a cantina run by a bunch of hot headed thugs, and they say “I’d sure love to clear out that cantina... but we have this job to do,” let them know that if they want to move forward with that idea, they are welcome to do so. A carrot, in the form of XP or a valued weapon, may need to be dangled in front of them to get them to take on an extra encounter.

NEW OBLIGATION

Obligation is a valuable mechanic in an Edge of the Empire game. Some players forget that it can be acquired during a game session too, especially in times of great need. Entice your players with new obligation moments, and be sure to reward them with additional XP for taking it on. If they just accept that deal with that shop dealer, or promise the Hutt that they’ll assist when called, they have a few more XP this session. Not only does it give the PCs more XP to help their characters grow, but it also gives the story more hooks and potential plots.

24

Extra Tables

Although the previous sections should give you enough information to create fun and exciting encounters for your PCs, here are a couple extra tables in case you are needing a bit more help with a person the group is interacting with, or a location that isn’t listed on other tables in this supplement.



Table 24: Species
d20 Option 1 Option 2
1 Human Elf
2 Halfling Giff
3 Astral Elf Gnome
4 Dragonborn Half-orc
5 Thri-Kreen Githyanki
6 Autognome Plasmoid
7 Githzerai Dwarf
8 Half-elf Dohwar
9 Tiefling Hadozee
10 Minotaur Scro
11 Harengon Warforged
12 Loxodon Aasimar
13 Centaur Goblin
14 Duergar Drow
15 Goliath Lizardfolk
16 Shifter Shadar-Kai
17 Illithid Neogi
18 Plasmoid Astral Elf
19 Dohwar Thri-kreen
20 Elf Human
Table 25: Planets and Locations
d12 Realmspace Shatterspace
1 Anadia Avarien
2 Coliar Calimar
3 Toril Dalmania
4 Karpri Rock of Bral
5 Chandos The Golden Girdle
6 Glyth Highport
7 Garden The Inner Ring
8 H'Catha The Shakalman Group
9 The Rings of Glyth Ushathrandra
10 Selûne The Dark Group
11 Tears of Selûne Drachengard
12 Rock of Bral Cerekazadh
Table 26: Factions
d12 Faction
1 The Elven Imperial Fleet
2 The Company of the Chalice
3 The Pragmatic Order of Thought
4 The Tenth Pit
5 The Trading Company
6 The Smith's Coster
7 Gaspar Reclamations
8 The Sindiath Line
9 The Chainmen
10 The Seekers
11 The Xenos
12 The Shapers

More information about various Species can be found on D&D Beyond.

Additional information about Planets and Locations and Factions can be found on Spelljammer.org.

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Job Worksheet (Example)

26

Job Worksheet

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Blank d20 Tables

On this worksheet, you can create your own d20 tables to roll on! Simply add a header (or headers) for the columns you want and start filling in values!

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On this worksheet, you can create your own d12 tables to roll on! Simply add a header (or headers) for the columns you want and start filling in values!

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Blank d6 Tables

On this worksheet, you can create your own d6 tables to roll on! Simply add a header (or headers) for the columns you want and start filling in values!

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Build

Adventures

Quickly

It can be difficult to generate fresh ideas for adventures in the Spelljammer setting while preventing railroads and redundancy. This book serves as a way to help you generate new ideas for adventures which can then be fleshed out to fit your game exactly.

Also included are worksheets which can be used to draw up your own random tables for generating adventures!

So go ahead and be inspired to create new and exciting adventures on the fly for your Spelljammer game!