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THE COMPLliTLE SL-ACIEL-ARIER'S liAKD BOOK

TABLE OF CONTENTS

Introduction 2 Warrior Kits 30 Other Groups 93 Chapter 1: Groundlings in Space 4 Wizard Kits 37 Chapter 8: What Every Groundling Should Know 4 Priest Kits 45 Campaign Design 97 Groundling Characters in Space 5 Rogue Kits 51 Starting a ® Campaign .... 97 The Inhabitants of the Worlds 8 Using Kits from Previous Handbooks 56 AD&D® Rules in Space 100 Chapter 2: New Spacefaring Races 15 Creating New Kits 56 Player Character Ability Scores 100 Ability Scores 15 Chapter 4: Role-Playing 59 Player Character Races 102 Class Restrictions and Level Limits 16 Spacefarer Personalities 59 Player Character Classes 102 Dracons 16 Changing Personalities 61 Alignment 105 Giff 17 Chapter 5: Spacefaring Proficiencies 62 Proficiencies 105 Grommams 18 New Weapon Proficiencies 62 Money and Equipment 105 Hadozee 19 New Nonweapon Proficiencies 63 Magic 105 Hurwaeti 20 Chapter 6: Spacefaring Logistics 68 Experience 113 Lizard Men 21 Provisioning the Crew 68 Combat 115 Rastipedes 22 Maintaining the Ship 70 Nonplayer Characters 114 Scro 23 New Equipment 72 Chapter 9: Strongholds in Space 116 Xixchil 24 Docking in Civilized Ports 77 The Construction Site and the Other Characteristics 27 Chapter 7: Spacefaring Organizations 79 Work Force 116 Chapter 3: Spacefarer Kits 28 Faiths of Space 79 Castle Design 119 Kits and Character Creation 28 Military Brotherhoods 84 Warfare! 125 Kit Organization 29 Trading Companies 88 Index 127

CREDITS Project Design: Curtis M. Scott EditorSample: Barbara G. Younfileg Black and White Art: David O. Miller Color Art: , Brom, Eric Olson Typography: Tracey Zamagne Keylining: Laura Samuels Additional Spacefarer Quotes: Roger E. Moore

Respectfully dedicated to the memory of Curtis Scott, lost tragically in an auto accident August 19, 1992. He will be missed by the many friends he touched through his writing and gaming.

Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc. Distributed to the book and hobby trade in the United Kingdom by TSR Ltd. Distributed to the toy and hobby trade by regional distributors. This SPELLJAMMER® accessory is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork presented herein is prohibited without the express written permission of TSR, Inc. ADVANCED DUNGEONS & DRAGONS, AD&D, , , WORLD OF , and SPELLJAMMER are registered trademarks owned by TSR, Inc. AL-QAD1M, , DM, , and the TSR logo are trademarks owned by TSR, Inc. @1992 TSR, Inc. All Rights Reserved. Printed in the U.S.A.

TSR, Inc. TSR Ltd. POB 756 120 Church End, Cherry Hinton Lake Geneva, Cambridge CB1 3LB Wl 53147 US A United Kingdom 1SBM 1-56076-347-7 $15.00 CIS. $18.00 CANADA £9.99 U.K. elcome to the Complete Spacefarer's Hand- alien than those previously described for the AD&D W book. This book is the first in a new series, foc- game. using on the campaign worlds of the AD&D® game. Chapter 3: Spacefarer Kits defines several new This book provides SPELLJAMMER® game players character kits unique to the SPELLJAMMER setting. and DMs with lots of new and useful information to Spelljamming characters can now be Corsairs, Arca- make their campaigns work better. nists, Astrologers, or Salvagers. As with kits from Players and DMs who wish to use this book should the PHBR series, these kits are optional; DMs may have the SPELLJAMMER game (AD&D Adventures in choose to include or exclude specific kits from their Space) boxed set. Other accessories that are useful for campaigns. extending SPELLJAMMER campaigns are the Chapter 4: Role-Playing offers a number of new Captain's Companion boxed set, the various hand- spacefarer personalities. Like the kits, the concept of books in the PHBR series, and the Tome of Magic. personalities comes from the PHBR series and is This book assumes several things about your cam- completely optional. paign: Chapter 5: Spacefaring Proficiencies describes new nonweapon proficiencies for your spelljamming • You are playing in the SPELLJAMMER cam- campaign. These proficiencies can be taken by spa- paign setting and are familiar with the material in the cefaring characters as well as groundling characters SPELLJAMMER boxed set. Specifically, it assumes who have traveled in space for a while. that you understand the basic mechanics of spell- Chapter 6: Spacefaring Logistics discusses some jamming and the premises of the SPELLJAMMER of the practical issues involved in traveling through universe. and the phlogiston. It describes how to • Your campaign uses the optional proficiency sys- deal with supply problems in space and lists several tem described in Chapter 5 of the Player's Handbook. new pieces of equipment especially designed for • Your campaign uses the optional kit system de- SPELLJAMMER campaigns. scribed in the PHBR series: Complete Fighter's Hand- Chapter 7: Spacefaring Organizations describes book, Complete Thief's Handbook, etc. 16 spacefaring organizations that your characters may join—or oppose. We offer some insight into the This book is organized into several chapters. purposes of these organization and explain how they Some of the chapters are for the players, some are fit into the complex political web that stretches for the DM, and some are for both. across the spheres. Chapter 1: Groundlings in Space helps players Chapter 8: SPELLJAMMER Campaign Design is and DMs with campaigns set on any of the Sample AD&D for filethe DM, although players may read it. It explains campaign worlds to convert their characters and the various ways to set up a SPELLJAMMER cam- campaigns to the SPELLJAMMER setting. It pro- paign and describes how to apply AD&D game rules vides a groundling's-eye view of adventuring in in space. This section includes a review of various space, suggests several methods for integrating spells from many AD&D products, noting how spell groundling characters into the SPELLJAMMER set- effects change in the SPELLJAMMER setting. ting, and explains how the inhabitants of the stand- Chapter 9: Strongholds in Space modifies and ard AD&D campaign worlds view spelljamming. adds to the Castle Guide so that your player charac- Chapter 2: New Spacefaring Races presents sev- ters can build fortresses and attract followers. eral new player-character races for SPELLJAMMER So strap on your helmet, start up the helm, and campaign players, along with a long look at the older prepare for worlds of adventure. The races. These new nonhuman races are much more SPELLJAMMER universe awaits!

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Sample file ost SPELLJAMMER® campaigns start as nor- The techniques for space travel are not well known, M mal "groundling" campaigns, with the space- although some beings (notably gnomes) have built faring element added after some game time. As a very limited ships without help. True spacefaring result, new SPELLJAMMER campaign PCs are usu- ships seem to be powered by magic and use the in- ally groundlings—inhabitants of one of the many nate power of magic-using people (mages and planets—not space-born natives. priests) to fly. According to rumor, the more power- This chapter discusses knowledge thaSamplet any fu lfile the mage or priest, the faster the ship will fly. groundling from an AD&D® game world could have • It's possible to visit the moons and planets that about space. It may be read by new SPELLJAMMER you see in the sky. Most of them have nothing to rec- campaign players of groundling PCs, or as a guide- ommend them, however, being barren and lifeless. line for interactions between SPELLJAMMER and • Occasional travelers claim to be from other groundling campaigns on any of the AD&D game worlds. They say that these worlds are not the moons worlds. and planets you can see, but other worlds in other This chapter also describes how groundling skills "spheres." Some of these travelers may be planar and proficiencies could be useful in space, and intro- travelers, but others claim to have come from space. duces some ideas to help groundlings join a space- In any case, most of the travelers are similar to the faring campaign. inhabitants of your own world. You can be sure some of these people are con-men, making up elaborate stories to enhance their reputations. However, some What Every Groundling of them may be telling the truth. • Even more fancifully, some claim that there are Should Know creatures who spend their entire lives in space. This By and large, groundlings of the AD&D game seems unlikely, but you can never be sure about worlds know little about wildspace and even less these things. about the phlogiston. Nevertheless, the few ships • Finally, some so-called spacefarers are very that have made landfall on these worlds have sown a haughty, referring to you and your people as healthy crop of rumors. Here's some of the informa- "groundlings" with the same tone of voice you use to tion (and misinformation) that the planet-born may say "goblins." However, they don't seem to be better have heard: than you and the other adventurers of your land. You • Space travel is possible, although dangerous. might like to prove this to them. I ©m@s Bra Groundling Characters in IMonweapon Proficiencies Most AD&D 2nd Edition campaigns use non- Space weapon proficiencies to specify the learned skills of This section describes the features of groundling the PCs. As with secondary skills, many of these pro- characters that would be useful in a ficiencies are as useful in a SPELLJAMMER cam- SPELLJAMMER® campaign. paign as in a groundling campaign. This section describes the standard AD&D non- weapon proficiencies that are of particular utility in a Weapon Proficiencies spacefaring setting. This list is not exhaustive and In general, weapon proficiencies are equally useful should not keep you and your players from finding in and out of wildspace. All weapons that work in a creative uses for the proficiencies not listed. standard AD&D® game world also work in wildspace. Animal Lore. Despite the wildly varying environ- Some of their effects are modified (particularly mis- ments of wildspace, the general understanding of an- sile weapons, whose ranges are simplified in imal behavior conferred with this proficiency is SPELLJAMMER campaign combat). In general, applicable to the creatures of space. A groundling however, the rules for melee and missile combat in who has never been to space, however, suffers a -2 SPELLJAMMER campaigns are identical to the penalty on all animal lore proficiency checks until he AD&D game rules, except as modified in any of the has had a chance to observe the fauna of wildspace various SPELLJAMMER products. and other planets. This penalty drops to — 1 after one month in space and disappears after two months. Appraising. This proficiency allows a character to Secondary Skills appraise valuables in terms of her own world's value Among the secondary skills that are available to standard, at least until the character has learned characters (see Player's Handbook, Chapter 5), many something of the trade goods of space. Thus, a could be useful in a spacefaring campaign. This sec- Qualinesti from Krynn would place a much higher tion lists those secondary skills and provides a brief value on a cache of steel weapons than might a dwarf explanation of how they may be useful in space. from Oerth, at least until the relative value of gold For a more complete discussion, see the associ- and steel were explained to the elf. ated proficiencies in the following section. Rather than assigning a flat penalty to the profi- Armorer: Creating armor for spacefaring crews. ciency roll, the DM should allow the character to Bowyer/Fletcher: Making bows for offensSamplee and evaluat filee the item appropriately to her current under- defense aboard spelljamming ships. standing, no matter how provincial. After a few Navigator: Steering a course through knowledge months in space, however, the appraiser should un- of the planets and stars. derstand that the value of an item varies from planet Sailor: Managing the rigging of a spelljamming to planet (and sphere to sphere). Seasoned space- vessel. faring appraisers can mentally juggle currencies and Shipwright: Constructing and repairing spelljam- cultures with expertise. ming vessels. Blacksmithing. Few ships carry forges for metal- Trader/Barterer: Purchasing ship's supplies and working. Not only are such items heavy and of lim- acting as quartermaster. ited use, but a forge—like any other fire—cannot be Weaponsmith: Making weapons for spacefarers. safely operated in the phlogiston. However, there is still some work for those who can turn metal into tools. Fixed bases (such as the

'Whoa! StopI I can't stand heightsi Let me off this shipl Please, you gotta—oh, great Thorl NOOOOIIII" Gungir Trollblood on his first journey into wildspace Rock of Bral), ships that remain in a single sphere, actual trees for their manufacture. As wooden plants and especially dwarven citadels operate forges are rare in space, materials for bows and arrows where a blacksmith may ply his trade (although a must usually be brought up from the gravity wells. nondwarf is unlikely to be permitted to work at a (There are rumors that the elven Imperial Fleet has dwarven forge.) Sample culturefile d a plant that provides wood suitable for bows A blacksmith may build a normal (nonspelljam- and arrows, a treelike species that can survive on the ming) forge in a suitable place, given the proper ma- decks of ships in wildspace, but that rumor has not terials and enough time. A forge costs 1,000 gp in been confirmed.) Wood is also in demand for ship re- materials and takes two months to build. It requires pair and many other uses, so a bowyer may have a the services of a stonemason for two weeks. Once hard time getting materials. built, a forge requires three tons of space and when As a result, a bowyer can expect to sell his wares operating consumes air as if it were eight people. For for three times the Player's Handbook price. Materi- this reason, forges are found on only the largest ves- als costs, however, consume 80% of that value, leav- sels or on fixed bases. ing only 20% as payment for the bowyer's services. If a forge is available, raw materials are not diffi- Carpentry. Given the shortage of wood, carpenters cult to find. Iron ore is often found in asteroids and would seem to be of little use in space. Their efforts need not be brought up from a gravity well. A com- in ship repair, however, make them invaluable. petent blacksmith should never lack for work, as A carpenter usually works for a shipwright, repair- there is an extensive demand for ship fittings and ing and manufacturing ships. As with the bowyer, the tools. carpenter's primary problem is a lack of raw materi- Blind-fighting. Because of the lack of under- als. Most shipyards and shipwrights maintain friend- ground catacombs or even simple night, this skill is ly relations with at least a few captains who visit not as useful in space as it is in a groundling environ- other planets to trade for loads of lumber. ment. In wildspace, any exposed area is considered A carpenter is considered a "trained worker" if re- to be at least in starlight and possibly in daylight de- pairing a wooden ship (see the Concordance of Ar- pending on the presence of fire bodies (see Lorebook cane Space, Chapter 4). However, a carpenter cannot of the Void, Chapter 2). repair ships unless under the direction of a ship- Bowyer/Fletcher. Weapons are sometimes scarce wright (see Chapter 5, "New Nonweapon Proficien- in space, particularly bows and arrows, which require cies").