[Solo Game] The Astral Codex -- Spelljammer/Cyclopedia D&D Mashup

Hi all. Here's a quick intro. I HAVENT BEEN HERE IN YEARS, but I used to hang out back around 2000 when D&D 3 had just come out. But anyhow, I have been in the progress of selling off some of my old D&D stuff and I had this sudden urge to play again. Unfortunately.. uhh.. no real players around, and I basically want to do something weird anyhow, like mashup Spelljammer and rules cyclopedia D&D to create some kind of science fantasy thing. Ive been studying Mythic, and some of the other solo roleplaying Youtube channels and trying a number of different things and I thought this might be fun. So here it is:

The Setup:
This is Spelljammer, a setting where flying ships can explore different worlds through the use of magic. It isn't science fiction, its more like a typical D&D setting with flying sailing ships or even flying mounts that are able to explore the aerial depths between the worlds.. Ships and even low level (l1) spells can create an air bubble around a character that will allow for survival. In this case, the setting is a place called "The Nine Planets".

Some other assumptions: Almost all humans. Your homeworld planet is more important than your "race". The other playable races are dwarves, elves and halflings which are classes (because I am using Cyclopedia Basic D&D). The demihumans also identify with whatever homeworld they are from.

Here are the Nine Planets:
  • Gaianova: Natives have +1 Strength due to the higher gravity. They are proficient with swords regardless of their class.
  • Mentar: Ruled by psions, the natives are pale-skinned, bald, have +1 Intelligence, and can communicate telepathically within 30 feet.
  • Kluum: A mountainous world with retreats and monasteries. Its natives have +1 Wisdom and a bonus on saves against charm magic.
  • Slorgh: Known for its swampy terrain with toxic flora. Natives have a greenish skin tone, +1 Constitution, and a bonus on saves against poison.
  • Ventrus: Features low gravity with floating cloud-platforms. Natives start with +1 Dexterity and are skilled in using Glidewings.
  • Luxx: A luxurious planet with golden cities. Natives have +1 Charisma, wear full-face masques in public, and start with extra gold (6d6x10 gp).
  • Akhen: A barren planet dominated by the undead. Natives gain a +2 bonus on saves against death magic and fear.
  • Primordus: A wild jungle planet with dinosaurs. Natives gain +2 hit points.
  • Okeanos: An oceanic world with bubble habitats. Natives can hold their breath for 1 minute per point of Constitution.

    The classes are equally simple: fighter, cleric, magic-user, thief, dwarf, elf, halfling. Thats the whole list.

    But each character must have a "Character Concept" these are from kits adapted out of Spelljammer: The kits are as follows:

    Corsair - a sailor/adventurer sponsored under a letter of Marque
    Crusader- a champion for one of the great temples, bringing the faith to the heathensFrontiersman - a front line explorer
    Marine - a ships front line combat troopsMerchant - traders travelling from sphere to sphere
    Arcanist - collectors and dealers in magic itemsAstronomer - a scientist of the spaceways
    Geomancer - an expert of the planetary worlds and bodies- another scientist
    Imposter - a master of disguise (and often illusion) - a wizardly conman
    War Mage- a dedicated specialist of the weaponry of war aboard a space vessel
    Astrologer- priestly version of the Astronomer- using divine magic
    Diplomat - representing one of the many factions of the nine planets
    Evangelist - the recruiting arm of faith
    Medicus/Phsyician - a priestly (alternately, any class) healer, officer aboard a space vessel
    Missionary - a priestly pioneer who works to civilize the heathens
    Space Vagabond - just a wandering rogue
    Courier - message bearer associated with one of the factions
    Harlequin - A space-going entertainer
    Salvager - scavenger and opportunist, seeking out wreckage and plunderable resources

    For all of this I'm using my imagination, various older D&D supplements (whatever strikes my imagination really)
    For a randomizer I'm using DNDdiceroller.com, Name generating I use fantasynamegenerators. com
    And to be controversial.. I am using the CoPilot AI to try and keep things organized and on track! I find it has a very cheesy take on D&D, but if I tell it what I want to have formatted, it does a pretty good job. And I also like giving it "tell me 8 possible options" type of tasks.

    Character Generation:

    I'm starting 4 characters (possibly too many?) that are level 1, 3d6 down the line, basic noobs. Homeworlds were randomly chosen, but I let the stats rolls determine the kits I came up with and sorta riffed from there to come up with ideas like "Xavier is sly and shifty" and "Vando is an oaf" (high str, low Int).

    Introducing the characters in the next post.

 

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Mishur of Okeanos L1 Magic User
Concept: Astronomer

Physical Description: Mishur's skin has a bluish tint, a common trait among the natives of the oceanic world of Okeanos. His eyes are a deep sea-green, reflective and as fathomless as the depths of his home planet's waters. He is of average height but carries himself with an assured grace. His hair is long and flows like seaweed, often tied back with a cord of woven kelp.
Personality: Mishur is the quintessential scholar, always seen with a tome or astrolabe in hand. His humor is as vast as the ocean, often surfacing in witty remarks or clever observations. He approaches problems with a calm demeanor, and his laughter can lighten even the tensest situations.

Jomal of Slorgh L1 Fighter
Corsair

Physical Description: Jomal's skin bears the greenish cast of Slorgh's swampy environs, and his build is rugged, with broad shoulders and hands calloused from hard work. His hair is cropped short, practical for the humid conditions of his homeworld. His eyes are a piercing yellow, reminiscent of the predatory creatures that lurk in the mists of Slorgh.
Personality: Grim and driven, Jomal is a man of few words. His past on the perilous world of Slorgh has instilled in him a relentless determination. He is fiercely loyal to his cause and companions, and his resolve is as unyielding as the swamp trees of his native land.

Vando of Terranova L1 Fighter
Concept: Frontiersman

Physical Description: Vando is a towering figure, his physique sculpted by Terranova's high gravity. His strength is evident in every movement, and his skin has the sun-kissed hue of the open fields. His hair is thick and wild, a mane that matches his untamed spirit. His features are broad and honest, much like the expansive plains of his homeworld.
Personality: Despite his imposing presence, Vando is a gentle giant with a simple outlook on life. He may not grasp the subtleties of space politics or arcane lore, but his heart is as large as his frame. He faces challenges head-on, often with a booming laugh and a slap on the back.

Xavier of Akhen L1 Fighter
Concept: Merchant

Physical Description: Xavier's appearance is as enigmatic as the barren planet of Akhen. His skin is pale, almost ghostly, a stark contrast to his dark, observant eyes that miss no detail. He moves with a quiet efficiency, his slender frame slipping through crowds unnoticed. His attire is always impeccable, with a cloak that seems to shift colors in different lights.
Personality: Sly and shifty, Xavier is a master of negotiation and subterfuge. He speaks in measured tones, each word weighed for maximum effect. His mind is always calculating the angles, looking for the best deal or the most advantageous position. Yet, there's a charm to him that can disarm the wary, and his smile holds a secret promise of hidden depths.

THE SHIP:
The Myriad: A Vessel of Legend and Lore

Physical Description: The Myriad, with its distinctive owl-shaped hull, stands as a testament to the craftsmanship and mystical engineering of Slorgh. Its eyes, large viewports, gleam with an ethereal light, providing unparalleled vision into the void. The ship’s “feathers” are solar sails that unfurl gracefully, capturing the cosmic winds for propulsion. Its talon-like landing gear can grasp onto any terrain, making it as versatile as it is majestic.

Personality: The Myriad is more than a mere vessel; it is a character in its own right. As the adventure begins I was thinking they dont yet have the ship, but Jomal will have to pass a skill challenge to convince the Duchess to let him have it. If Jomal succeeds in his skill challenge, it reveals itself to be a sleek and reliable ship, its hidden reserves like the wise owl’s silent flight through the night sky. Should he fail, The Myriad is handed over to the crew, but this version is a cantankerous ship with a personality as old as the stars, full of quirks that require a crew’s attention and care, yet endearing in its idiosyncrasies.

Operational Needs: While The Myriad can be operated by a minimum of two—a spellcaster to commune with its arcane core and a pilot to navigate—it truly comes to life with a full complement of eight. The additional hands can tend to the rigging, man the spell-turrets, and keep the ship steady through the unpredictable Etherstreams.

As the tale unfolds, The Myriad will not only carry our adventurers from one planet to another but also become their home, their sanctuary, and perhaps their greatest ally in the quest for the Astral Codex. Its decks will bear witness to their triumphs and trials, echoing with the laughter, debates, and whispers of strategy that will shape their destiny.

I'll put my first post as a try out. Let me know if you have any questions or requests!
 

As our story begins, Mishur starts at the tower of High Astronomer Nurnubo. He has just observed a comet whose path defies all prediction. It moves as if with purpose, and doesn’t seem to follow the predicted paths that the astronomers have been taught. So he approaches the high astronomer with his findings.

High Astronomer Nurnubo: (peering into a large, rune-etched telescope) "Ah, Mishur, your findings do not surprise me. The erratic dance of this comet may well be the harbinger of the Astral Codex, a prophecy long whispered among the stars."

*Mishur leans in, his curiosity piqued by the mention of the codex. "The Astral Codex? I thought it a mere legend, a fable from the days when magic and science were one."

High Astronomer Nurnubo (turns to face Mishur, his eyes reflecting the starlight) "the legends are true! In our pursuit of knowledge, we must consider all possibilities, even legends. If the Astral Codex is more than myth, its discovery could change everything. You must follow this comet, Mishur. It may lead you to answers long sought by we who gaze upon the stars."

So the adventure begins! The Astronomers Guild sponsors Mishur to investigate the comet in hopes of finding the codex. He’ll need a ship, and a crew, and Nurnubo has a few favors to call in. Specifically, with the Duchess of Laloo, who has a number of ships at her disposal and owes him a favor. Through some behind the scenes interaction, Laloo and Nurnubo manage to negotiate for the services of the young Corsair Jomal (pc #2) and a vague promise of a ship and crew. Meanwhile, Mishur is given the skill challenge to predict the best route to intercept the comet.

+======================+
Oh, skill challenges- that’s another thing I’m incorporating. Skill challenges will have a simple mechanic and a “good” or “bad” result. The good result will come with a standard XP reward of +100 * lvl. The mechanic will be 1d20 roll under a stat (possibly with modifiers).

In this case Mishur task was to plot the course and he was succcessful, so he plots an efficient route from Slorgh to an asteroid field. He gathers up his maps, and goes to meet the Duchess alongside High Astronomer Nurnubo. +100xp

Next update tomorrow.
 
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The second scene is the opulent audience chamber of Duchess Laloo, adorned with relics of Slorgh's seafaring past and the banners of the Duchy. Jomal is unsuccessful in convincing the Duchess to part with a better ship, so the version he gets is the Myriad, which is cantankerous and full of character. Its an owl-shaped Tradeship.

Jomal: "Your Grace, I am honored by your trust and the letter of Marque. I vow to bring glory to our Duchy, but I need a vessel worthy of such a quest..."

The Duchess: (regal and composed) "Jomal, your zeal is commendable, yet we must be prudent. Our fleets are stretched thin, protecting our waters from domestic strife. The Myriad is the only vessel I can spare – she's seasoned and full of character."

Around this time, Mishur and the high Astronomer Nurnubo also appear, and make the case for pursuing the Comet. At this point, Jomal has narrowly failed (missed a charisma roll) to convince the duchess of getting a better ship, but Laloo sees this as an opportunity to discharge her obligation to the astronomer and fulfill a promise to Jomal as well. So all 4 characters conduct the meeting, with Mishur excitedly explaining the potential value of the comet, the Astral Codex and the potential glory this could bring to the duchy.

In the end the duchess summons a scribe with the Letter of Marque that she issues to Jomal, and she charges him to hire a crew and conduct the mission to the comet. Jomal is disappointed, he had his heart set on a faster ship, and the chance to go after some Orkish pirates.

Nurnubo (who is quite old) clarifies that he will not be joining the mission, but that Mishur and this young man Jomal will have things well in hand. As they leave, Jomal bows to the duchess and accompanies his new advisor out to the shipyards.

Jomal: (gritting his teeth, a hint of frustration) "For the Duchy, and for the stars."

Mishur nods in agreement, a spark of excitement in his eyes for the adventure ahead. He barely notices when Jomal stiffly avoids his handshake.
 

Note: One thing that occurs to me is that I may not even need the other PCs (Vando the frontiersman and Xavier the merchant) to make major appearances. We have kind of a cool relationship between these two characters- the charismatic magic user Mishur and the more Saturnine Jomal.

Mishur and Jomal tread the bustling shipyard of the Duchy of Laloo, a symphony of hammers and saws playing the music of industry. Here, the air is thick with the scent of tar and timber, and the sky is streaked with the trails of departing airships. The shipyard is a forest of masts and rigging, with vessels of all kinds preparing for journeys across the skies and beyond.

At the far end of the shipyard, away from the clamor of commerce and war preparations, lies the Myriad, a spelljammer ship shaped like a wise owl, its wooden frame noble even in neglect. The ship, mostly shrouded in canvas, appears as a slumbering beast, dreaming of the stars it once sailed.

Jomal's greenish skin takes on a shade of disappointment as he surveys the vessel. "She's been asleep for too long," he mutters, his yellow eyes reflecting a mix of frustration and resolve. He slaps the side of the hull and there's a cloud of dust.

Nearby, Vando is a flurry of activity, his muscular arms working deftly to replace the decayed ropes and tattered sails that serve as the ship's wings. His sun-kissed skin is a stark contrast to the pale wood of the Myriad, and his wild mane seems to bristle with the energy of the task at hand. "Careful, I still need to patch that area of the hull."

Jomal moves the canvas aside and sees there is a small 8" cannonball embedded in the hull.

"Orchshot, but she's a survivor! It's been nearly two cycles since she's kissed the void," Vando grunts, acknowledging the corsair and the scholar with a nod. "Give me a day, and she'll soar again."

Mishur is already climbing the rolling platform that serves as a boarding ladder. "This is great! Look at this thing! I had no idea they still make these!"

"They don't!" barked Jomal, looking jealously at the sleek Tradesman being fitted out a few bays over.

Vando grins and climbs down from the rigging on the Owl-ships wing. "Thats true. Ship like this is a classic."
 

Finally I had to think of a way to get our 4th team member aboard- the shifty merchant (actually a fighter) Xavier.
So the scene begins on the bustling docks of Slorgh, where The Myriad is moored, its owl-like form casting a grand shadow over the wooden planks. Ive decided that Xavier is on the run from a pair of assassins from Akhen he has narrowly avoided. He comes upon the Myriad while it's loading supplies, and formulates a plan.

Xavier approaches the ship, his cloak billowing behind him. He's on edge, constantly looking over his shoulder for the assassins he knows are close on his heels.

He spots Jomal overseeing the loading of supplies, issuing orders with a stern voice.

Jomal: (loudly, to the crew) "Remember, we're on official business for the Duchy. No passengers, no exceptions. We can't afford distractions."

Xavier's eyes narrow as he formulates a plan. He strides up to Jomal with confidence.

Xavier: "Good day, sir. I'm Xavier, a navigator of some renown, and I happen to be seeking passage on exactly this class of vessel. "

Jomal: (eyeing Xavier suspiciously and glancing at Mishur) "We already have an acting navigator, neophyte as he is. Why would we need another?"

Xavier: (smoothly) "Ah, a ship like The Myriad, with her... unique characteristics, can surely use a navigator with my experience. Besides, I'm familiar with the shortcuts and dangers of the Etherstreams."

Jomal considers this, his gaze still wary. Xavier can tell he's not fully convinced.

GM Note: Xavier failed his skill challenge terribly!

Xavier: (playing his final card) "And, I have a contract with the Duchy. It's in your interest to keep me close, wouldn't you agree? Besides, I really do have experience on this kind of ship.

Jomal's expression softens slightly, the mention of the Duchy tipping the scales. It wouldnt be the worst to have a 4th officer on board.

Jomal: (reluctantly) "Very well, Xavier. You can join as the fourth officer. But I'll be keeping a close eye on you."

Xavier nods, a sly smile playing on his lips as he boards The Myriad, his mind already racing with the possibilities! I decide that Xavier has a secret goal of jumping ship somewhere around the next spaceport, MAYBE. He's out of money and has a contract after him.
 

Ok, time has passed. The Myriad eventually gets repaired and tidied up enough to launch.

The Myriad sails smoothly through the aether for nearly 3 days, its crew vigilant as they chase the tail of a comet. Jomal, Mishur, Vando, and Xavier stand on deck, their eyes fixed on the celestial body that leads them to destiny.

Suddenly, the tranquility is broken by a surge of energy. The aether around them begins to churn, and a storm of astral proportions looms ahead. It's a squall, minor in the grand scheme of the cosmos, but enough to rattle the unprepared.

Mishur's sea-green eyes narrow as he reads the signs in the stars. "Brace yourselves," he warns, his voice steady. "An astral disturbance approaches."

Vando's hands move swiftly, securing the rigging and battening down the hatches. "I've got the sails!" he shouts over the rising wind..

Xavier, ever the opportunist, secures his precious cargo. He has two crates left of dried mushrooms that will bring a good price on Kluum or Lux.

Jomal takes the helm. His greenish skin is set in determination, his yellow eyes scanning the horizon. "It doesn't look that bad.. We'll ride this storm out," he declares, his grip firm on the wheel.

The Myriad dips and weaves through the astral winds, her wooden frame creaking but holding strong. The crew moves as one, each member playing their part to keep the ship on course. At some point, there is a lightning strike that hits Myriad's wing-sail., leaving it out of commission.

As quickly as it came, the astral storm dissipates, leaving behind a trail of sparkling aether dust. The crew takes a moment to catch their breath, sharing looks of relief and camaraderie.

"We'll have to heave-to and repair that sail. " says Vando.
 

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