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Voidjumpers of Space

A Dungeons & DragonsTM 4th Edition Setting by Brent P Newhall .

Evolved Release

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Table of Contents
Introduction........................................................................... 3 How To Leap To Another World....................................... 3 How Can You Breathe in Space?......................................3 No, There's Not................................................................ 3 Why Don't You Float Off Ships?....................................... 3 The Sheer Variety of Space.............................................. 3 Why Isn't Everybody In Space?........................................3 Neat Stuff In This Document........................................... 3 The Rivers of Magic......................................................... 4 Voidjumpers...................................................................... 4 How Gravity Works.......................................................... 4 A Few Practical Notes for Dungeon Masters...................4 Races and Monsters...............................................................5 The Terai, the High Elves of Space..................................5 Dwarves............................................................................ 5 Humans.............................................................................5 Elves................................................................................. 5 Halflings........................................................................... 5 Dragonborn...................................................................... 5 Tieflings............................................................................ 6 Half-Orcs...........................................................................6 Demons............................................................................. 6 Mechanical Men............................................................... 6 The Pain Lords..................................................................7 Tanglers............................................................................ 8 Goushok............................................................................ 8 Zyoxid............................................................................... 9 Incubators...................................................................... 10 Space Whales................................................................. 11 The Gods.........................................................................11 Themes of the Void...............................................................12 Space Pirate................................................................... 12 Void Arcanist.................................................................. 15 A Gallery of Voidjumpers..................................................... 18 Voidhopper (Skiff).......................................................... 18 Stiletto (Fighter)............................................................ 18 Brainstealer (Fighter).................................................... 18 Kaiken (Fighter)............................................................. 18 Brute Fist (Brute Fighter).............................................. 18 Lightskimmer (Cruiser)..................................................19 Clipper (Cruiser)............................................................ 19 Peacekeeper Patroller (Cruiser)....................................20 Shellback (Light Freighter)............................................20 Humpback (Medium Freighter)..................................... 20 Heavy Hauler (Heavy Freighter)...................................21 Small Guard Post (Guard Station).................................21 Standard Guard Station................................................. 21 Guard Installation (Guard Station)................................ 22 Blockade Runner (Corvette)..........................................22 Demoncrawler (Destroyer)............................................23 Ship Combat Rules...............................................................24 Movement and Positioning.............................................24 Actions............................................................................ 24 Initiative and Defenses...................................................24 Ship-board Weapons.......................................................25 Damage...........................................................................25 Conditions.......................................................................25 Character Actions During Battle...................................25 Grappling........................................................................ 25 Ship Classes......................................................................... 26 Skiff................................................................................ 26 Life Boat......................................................................... 26 Fighter............................................................................ 26 Brute Fighter.................................................................. 27 Freighter........................................................................ 27 Guard Station................................................................. 27 Cruiser............................................................................ 27 Corvette.......................................................................... 27 Destroyer........................................................................ 27 Dwarven Space Fortress................................................ 28 Terai City Ship................................................................ 28 The Weapons of Space......................................................... 29 Melee Weapons.............................................................. 29 Small Magical Weapons................................................. 29 Large Magical Weapons................................................. 30 Physical weapons........................................................... 30 Organizations of the Void.................................................... 32 The Terai Union.............................................................. 32 The Peacekeepers...........................................................32 The Cult of Blood............................................................33 The Empire of Pain......................................................... 34 The Drow Empire........................................................... 35 The League of the Circle................................................ 35 Moradin's Hands............................................................ 35 The Wings of Heaven (Trading Caravan)......................36 The Gang of Five............................................................ 36 Clan Harran.................................................................... 36 Famous Places......................................................................38 The Academy.................................................................. 38 The Bastion of Peace...................................................... 38 The Graves......................................................................38 Gutrot............................................................................. 38 Nexus.............................................................................. 39 The Terai City-Ship Solitude....................................... 39 The Warren..................................................................... 39 The Web.......................................................................... 39 The Starfire Cluster............................................................. 40 Hyrantar, Samurai World of Choking Vines...................40 Velsant, The Halo World.................................................40 Boshan, The Shattered World........................................ 41 Berethan, The Graveyard............................................... 41 Orstikel of the Forever Wars.......................................... 41 Grendax, The Research Center...................................... 42 Encounters in Space............................................................ 44 One-on-One.....................................................................44 Escort Duties.................................................................. 44 Guards! Guards!............................................................. 45 Crossing the Line........................................................... 45 A Real Challenge............................................................ 45 Adventure Ideas................................................................... 46 Slaves of the Pain Lords................................................. 46 The Hall of Valor.............................................................48 The Pirate's Booty.......................................................... 48 Deyja and Lyfan, the Empty Worlds...............................49 The Last Hope of the Terisians...................................... 49 The Unholy Fate of the Chaos Leaper........................50 The Web of Death........................................................... 50 Campaign Ideas................................................................... 52 The Half-Orc Uprising.................................................... 52 The Unstoppable Mechanical Men................................52 The Terai/Pain War......................................................... 52 The Goushok Infestation................................................ 52 The Nu............................................................................ 52 Indexes................................................................................. 53 Credits.................................................................................. 55 Release Notes................................................................. 55

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Introduction

Introduction
Welcome to the stars. Voidjumpers is a Dungeons & DragonsTM 4th Edition supplement set in a universe of world-hopping ships and battles in space and on other worlds. This is the second release of Voidjumpers. I plan to improve this setting based on feedback from players and DMs like you. If you have comments, please email me at brent@brentnewhall.com. Thanks!

Some worlds are flat, jagged slices of earth, sitting on top of wild creatures that fly through emptiness. Some worlds are inverted, their inhabitants walking on the inside of a giant ball, their sun hanging in its center. Some worlds are tiny specks of dirt. Some are vast, nearly endless wildernesses of plant life, animal life, and even weirder life. Some worlds immediately drive you insane.

How To Leap To Another World


Modern human physics do not apply here. Look up at the sky. Those little points of light? Those are other suns, yes. But they are not separated from your world by millions of miles of emptiness. Your world and its sun are surrounded by a skin called the Dark, a barrier that separates it from all other worlds and all other realities. If you can find an Illumar, you can escape the prison of your own world and your own reality. What's an Illumar? It's a weird, glowing, orbshaped creature that attaches itself to the helm of a ship and allows it to leap across the Dark.

Why Isn't Everybody In Space?


The races who already travel across the stars see no point in equipping dirt-dwellers with Illumars. There are already plenty of dangers in space; why add another? Moreover, Illumars are so carefully controlled by Clan Harran (page 34) that no civilization new to space travel could build a fleet, even if it wanted to. Of course, space-faring people will occasionally visit dirt-bound worlds in search of treasure (or, worse, slaves), and a few of those worlds' natives may well find themselves on a surprising trip across the Dark. Heck, that may be how most of the races in space got there.

How Can You Breathe in Space?


There's plenty of breathable air throughout space.

No, There's Not


Yes, there is.

Neat Stuff In This Document


Voidjumpers introduces two new mechanics: mooks and Colossal creatures.

Why Don't You Float Off Ships?


You simply don't. As a ship leaves a world that has its own gravity, the natural gravity of the universe asserts itself, and ships naturally right themselves with all creatures on board firmly standing rightside-up. Unfortunately, if you step off a ship, you drop downwards. Possibly forever.

Mooks
Mooks are essentially two-hit minions. Mooks have 2 HP and any non-critical hit always does 1 HP of , damage to a mook. A critical hit will always kill a mook. Temporary HP works as normal for a mook, and don't count against hits. So, if a mook has 2 HP plus 10 temporary HP then takes 5 damage, it now , has 2 HP plus 5 temporary HP If it then takes 10 . damage, it now has 1 HP (the first 5 damage are absorbed by the temporary HP and the last 5 are , collapsed into 1 HP of damage).

The Sheer Variety of Space


You can't even imagine how crazy space can be.

DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYERS HANDBOOK, PLAYERS HANDBOOK 2, DUNGEON MASTERS GUIDE, MONSTER MANUAL, MONSTER MANUAL 2, and ADVENTURERS VAULT are trademarks of Wizards of the Coast in the USA and other countries and are used with permission. Certain materials, including 4E References in this publication, D&D core rules mechanics, and all D&D characters and their distinctive likenesses, are property of Wizards of the Coast, and are used with permission under the Dungeons & Dragons 4th Edition Game System License. All 4E References are listed in the 4E System Reference Document, available at www.wizards.com/d20. DUNGEONS & DRAGONS 4th Edition PLAYERS HANDBOOK, written by Rob Heinsoo, Andy Collins, and James Wyatt; DUNGEON MASTERS GUIDE, written by James Wyatt; and MONSTER MANUAL, written by Mike Mearls, Stephen Schubert and James Wyatt; PLAYERS HANDBOOK 2, written by Jeremy Crawford, Mike Mearls, and James Wyatt; MONSTER MANUAL 2, written by Rob Heinsoo, and Chris Sims; Adventurers Vault, written by Logan Bonner, Eytan Bernstein, and Chris Sims. 2008, 2009 Wizards of the Coast. All rights reserved.

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Introduction

Colossal Creatures
Colossal creatures are so large that they are basically entire environments in themselves. Fighting a colossal creature involves multiple skill challenges and fights against individual parts of the creature, as the PCs climb up the creature itself towards its most vulnerable spot.

Races and Monsters


The Terai, the High Elves of Space
Technically, the Terai are just one single family of high elves, but when you take all their distant relatives and add in all their attendants, servants, and hangers-on, the Terai seem innumerable. They hang around everywhere in civilized space, though they mostly keep to themselves. Many believe that they were the original colonizers of space; they certainly have their hands in the affairs of most civilized societies. True-blooded Teraiof which there are maybe two dozencan perform jaw-dropping feats of magic, up to and including terraforming whole worlds. However, they are apparently only able to perform very large feats of magic, so their everyday activities are handled by small armies of attendants. Terai dress in flowing robes, and behave according to a complex system of politeness and propriety. The farther in the pecking order one gets from the true Terai, the more you're likely to encounter petty arrogance; members of the core family are actually quite even-keeled and personable. Or is that just a way to keep everyone else off-balance? Nobody knows for sure.
Terai Messenger Level 9 Artillery Medium humanoid XP 400 Initiative +8 Senses Perception +12 HP 75; Bloodied 37 AC 22; Fortitude 21; Reflex 21; Will 22 Speed 6

The Rivers of Magic


Magic flows through space like a river, forming streams and pools. As a result, arcane powers are often dramatically more or less powerful, depending on the area of space. Powers with the Arcane keyword can take anywhere from a -6 to a +6 on attack rolls, and their damage can be reduced or increased from -6 to +6 points. The amount can be represented by d6 rolls, chosen upon entering each area. Flip a coin to determine positive or negative.

Voidjumpers
Many different ships flit between worlds. Nearly all voidjumpers are modeled on seafaring vessels. Instead of sails, protective canopies and roofs are built on top of the ship, to protect its crew from incoming attacks.

A Few Practical Notes for Dungeon Masters


You'll notice that most dangers in space are Paragon or Epic Tier. Space is dangerous. As the author, I'm assuming that low-level Heroic Tier characters will adventure on their own world for a while before venturing into space. If you want to run a Heroic Tier adventure in space, focus on ship-to-ship battles, and encounters and enemies drawn from the standard races and monsters, which can be pulled directly from any Monster ManualTM or Monster VaultTM. The void could be synonymous with the Astral Sea, or a cold emptiness that stretches between the Astral Sea and the Far Realms. Either interpretation will fit with this document. The Primal power source may appear nonsensical in space. That's up to you; is it more fun for the table to deny that possibility, compared to the alternative of letting players use it?

S TA N DA RD A C T IO N S

(BW) Electric Grip (at-will) Attack: +16 vs. AC Hit: 2d8+5 lightning damage. Hand Bolt (at-will) Attack: Ranged 15/30; +16 vs. AC Hit: 2d8+3 force damage, and ongoing 5 lightning damage (save ends). Cage of Light (encounter) Attack: Ranged 3; +16 vs. Reflex, and the target is restrained (save ends).

Dwarves
The dwarves have been in space as far back as anyone can remember. Nearly all deep-space mining is done by dwarf collectives, particularly the ones that run the asteroid colonies that provide most of the materials for voidjump-capable ships.

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Races and Monsters

Dwarf Miner Level 7 Soldier Medium humanoid XP 300 Initiative +7 Senses Perception +7; darkvision HP 85; Bloodied 42 AC 19; Fortitude 20; Reflex 19; Will 19 Resist 5 cold, 5 poison Speed 5

do what needs to be done. They're not simpleminded; they're just amazingly focused.

Tieflings
Because of the worrying size of the many demon (p5) strongholds scattered throughout space, few people trust Tieflings. There's no evidence of widespread Tiefling alliances with the various demon factions, but that doesn't stop people from worrying. As such, life for a Tiefling in space can be harder than that for other races. Fortunately, Tieflings are used to it.

S TA N DA RD A C T IO N S

(BW) Pickaxe (at-will) Attack: +10 vs. AC Hit: 2d6+8 damage. (W) Thrown Pickaxe (at-will) Attack: Ranged 10; +8 vs. Reflex Hit: 2d8+6 damage. Battle Cry (encounter) Attack: Close blast 5; +8 vs. Will Hit: 3d6+4 psychic damage.

Humans
Humans' natural curiosity and flexibility make them the cockroaches of space. Half of any given voidjumper crew is likely to be human. However, space has caused even broader differences in human bodies than on typical worlds. Mutations abound, from lack of pupils to webbed feet. In more extreme cases, some humans are born with extra limbs or only one central eye. Space is strange.

Half-Orcs
Half-orcs are the heavies of space; no large transport operation is complete without at least a few barrel-chested void orc guards. They're everywhere, they're tough, and they're damn cunning.
Half-Orc Guard Level 4 Brute Medium humanoid XP 175 Initiative +4 Senses Perception +5; low-light vision HP 64; Bloodied 32 AC 16; Fortitude 17; Reflex 15; Will 15 Speed 6

Elves
Elves have a word for those of their own kind born in space: spacetouched. They are often strange, more naturally in tune with magic, and more prone to extreme violence. In space, elves connect more deeply with the magic that permeates space than with the lands that drift through it. Elves will tattoo their bodies with spells, collect magical artifacts to the point of hoarding, or perform other acts that seem downright bizarre to their dirt-bound brethren.

S TA N DA RD A C T IO N S

(BW) Maul (at-will) Attack: +7 vs. AC Hit: 2d8+4 damage. (W) Furious Smash (recharge on 5-6) Effect: The void orc guard shifts up to 3 squares before the attack Attack: +7 vs. AC Hit: 3d8+5 damage Bone-Rattling Blow (encounter) The void orc guard makes a maul attack against an adjacent target. On a hit, all enemies adjacent to the void orc guard are knocked prone.

M IN O R A C T IO N S

Halflings
Many halflings, upon first arriving in space, are surprised to find that their kind is highly valued. Halflings make excellent troubleshooters and engineers, so they're first-rate crew-members and often command premium pick among the rewards. Halflings have formed a number of quasi-secret clubs and societies which meet in smoky bars and other odd corners of space. Most space-faring halflings are far wealthier than they first appear, so these clubs are often surprisingly posh.

Shaking It Off (encounter) The void orc guard makes an immediate saving throw against an ongoing effect.

Demons
Some are surprised to discover large numbers of demon strongholds throughout space. This is, naturally, worrisome. The demons populating these fortresses remain tight-lipped about their true purpose, but are more than willing to raid ships and cause havoc. Most of the demons within these strongholds are transplanted from the Nine Hells by various demon lords. They do occasionally fight with each other, so perhaps they're just further demonic territories. However, rumors abound that the demons have big plans for space, to the point of suggesting that the demons' fortresses are being built in a shape that

Dragonborn
The Dragonborn are tough. Space tough. They're known for completing their jobs at any cost, almost to the point of fanaticism. They're not always easy to get along with, but they

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Races and Monsters

forms a vast arcane pattern of great power.

Mechanical Men
These armored humanoids are best at repetitive jobs. But don't take them lightly. Not only do they need upkeepoil, cool-down periods, occasional magical re-alignmentsthey can be outright dangerous if they break their control bolt and go rogue. There's a whole league of rogue mechanical men. Control bolts are the only means we really have to keep mechanical men at their jobs. Fit one on a mechanical man and he will obey your every order, in accordance with the Five Laws of Moff Azi: 1. A mechanical man must not, through action or inaction, cause a sentient creature to be harmed. A mechanical man must obey its controller's orders, unless that conflicts with the first, highest law. A mechanical man must protect its own ability to function, unless that conflicts with a higher law. A mechanical man must obey a sentient's orders, unless that conflicts with either of the higher laws. A mechanical man must not, through action or inaction, cause an intelligent, non-sentient creature to be harmed, unless that conflicts with a higher law.

Most mechanical men are humanoid, but many variations exist, from four-armed giants to crablike constructs.

Skinner
Skinner wears a control bolt on a lanyard around his neck, a constant reminder that nobody controls him. He makes a tidy sum trading magical artifacts and information from the bridge of his heavily modified skiff, the Deliverance. He's crafty and well-connected; though he travels alone, he can trade in a lot of favors.
Skinner Level 5 Soldier Medium humanoid XP 200 Initiative +6 Senses Perception +4; darkvision HP 60; Bloodied 30 AC 21; Fortitude 16, Reflex 18, Will 17 Immune disease, poison, sleep Vulnerable 5 acid Speed 6

2.

S TA N DA RD A C T IO N S

3.

(B) Pistol (at-will) Attack: Ranged 10; +12 vs. AC Hit: 2d4+6 damage, (B) Stun Arm (at-will) Attack: +10 vs. Reflex Hit: 1d10+5 lightning damage, and the target is dazed (save ends),

4.

M I NO R A C T I ON S

Out Of Harm's Way (at-will) Skinner shifts up to 2 squares.

5.

The Pain Lords


I don't care how powerful you are; everyone's afraid of the Pain Lords. They're cruel, merciless humanoids who preside over ships full of miserable slaves. Pain Lords (don't let the male name fool you; at least half of them are female) are hairless, pierced to the point of grotesque, and dress in painful clothing: too-tight corsets, high boots, and those constricting bands around their foreheads. They love torture, apparently seeing it as the ultimate expression of power. Fortunately, the Pain Lords usually employ extremely stupid lieutenants.

Mechanical Guard Level 6 Skirmisher Medium humanoid XP 250 Initiative +9 Senses Perception +8; darkvision HP 75; Bloodied 37 AC 20; Fortitude 19; Reflex 19; Will 17 Speed 6

S TA NDA R D A C T I ON S

(BW) Shock Staff (at-will) Attack: +11 vs. AC Hit: 1d6+4 damage, and ongoing 5 lightning damage (save ends). Stunning Blow (at-will) Attack: +9 vs. Reflex Hit: 1d6 damage, and the target is stunned (save ends).

M I NO R A C T I ON S

Target Acquired (1/round; at-will) The mechanical guard chooses an enemy as its quarry. The mechanical guard's attacks deal an extra 1d6 damage against its quarry. The quarry remains in effect on the same target until that target falls unconscious or the end of the encounter.

T R I G G E R E D A C T I ON S

Calculating Danger (immediate reaction; when hit by an attack; encounter) The mechanical guard makes a saving throw. If successful, the mechanical guard shifts up to 3 squares and the attack misses.

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Races and Monsters

Slave Boss
Slave Boss Level 8 Brute Medium humanoid XP 350 Initiative +7 Senses Perception +4 HP 100; Bloodied 50 AC 20; Fortitude 20, Reflex 20, Will 19 Speed 6

Priestess of Pain Level 20 Artillery Medium humanoid XP 2,800 Initiative +16 Senses Perception +16; blindsight 10 HP 150; Bloodied 75 AC 32; Fortitude 34, Reflex 32, Will 32 Immune poison; Resist 15 psychic Speed 6

S TA N DA RD A C T IO N S

S TA NDA R D A C T I ON S

(B) Harsh Whipping (at-will) Attack: +11 vs. AC Hit: 2d8+4 damage, and the slave boss makes a second attack. Second attack: +9 vs. Fortitude Second hit: The target takes 5 ongoing damage and is dazed (save ends both). Cruel Threats (recharge 4-6) Attack: +11 vs. AC Hit: 2d8+6 psychic damage, and the target is immobilized (save ends).

(B) Scourge (at-will) Attack: Reach 2; +27 vs. AC Hit: 3d8+2 damage. Shrieking Shadows (at-will) Attack: Area burst 2 within 20; +25 vs. Will Hit: 2d8+9 psychic damage, and the target is dazed until the end of the priestess's next turn.

M IN O R A C T IO N S

Pain Lady
Pain Lady Level 16 Controller (Leader) Medium humanoid XP 1,400 Initiative +9 Senses Perception +14 HP 140; Bloodied 70 Regeneration 5 AC 30; Fortitude 28, Reflex 27, Will 29 Speed 6

Curse of Torment (encounter) Attack: Close burst 3; +25 vs. Will Hit: 2d8+9 psychic damage, and the target takes 10 ongoing psychic damage (save ends). Miss: The target takes 2d8 psychic damage.

T R IG G E RE D A C T IO N S

Lash of Vengeance (free; when the priestess is hit with an attack, up to twice per round) Trigger: The priestess is hit by an attack, up to twice per round Attack: Melee 1 (triggering enemy): +25 vs. Reflex Hit: 2d6+10 damage, and the target is slowed (save ends).

T RA IT S

Twisting the Knife The Pain Lady deals an extra 5 damage to bloodied enemies, only if the Pain Lady is not bloodied herself.

Tanglers
Young Tangler Level 22 Lurker Large aberrant, space XP 4,000 Initiative +23 Senses Perception +22 HP 160; Bloodied 80 AC 36; Fortitude 34, Reflex 33, Will 31 Speed 6 Special Ability The Tangler can take 2 standard actions per turn.

S TA NDA R D A C T I ON S

(B) Staff of Thorns (at-will) Attack: Reach 2; +21 vs. AC Hit: 2d8+9 damage, and the target is knocked prone. Agonizing Light (recharge 6) Attack: Area burst 1 within 10; +21 vs. Fortitude Hit: 2d8+6 damage, and the target is slowed (save ends). First Failed Saving Throw: The target is immobilized. Effect: The burst creates a zone of painful energy. Each creature that starts its turn within the zone takes 5 damage. Horrifying Visions (recharge 5-6) Attack: Area burst 1 within 10; +21 vs. Fortitude Hit: 2d8+6 psychic damage, and ongoing 10 psychic damage (save ends).

S TA N DA RD A C T IO N S

Priestess of Pain
Within Pain Lord society, their religious orders are even more extreme than the Pain Lords themselves, inflicting tremendous agony on themselves as experiments for the tortures they'll later inflict on others.

(B) Smashing Tentacle (at-will) Attack: Reach 5; +26 vs. AC Hit: 2d12+5 damage, and the target is knocked prone. Tentacle Grab (at-will) Attack: Reach 5; +24 vs. Reflex Hit: 1d12+3 damage, and the target is grabbed. Feed Me (at-will) Attack: Targets a creature grabbed by the Tangler; Reach 5; +22 vs. Reflex Hit: 1d12+3 damage, and the target is pulled up to 5 squares towards the Tangler's mouth. The target is consumed.

M IN O R A C T IO N S

(B) Crushing Tentacle (at-will) Target: Targets ships; +24 vs. Fortitude Hit: 2d8+6 damage, Consume (at-will) Attack: Targets a consumed creature; no attack roll. Hit: 2d12+7 acid damage, and 10 ongoing acid damage. Effect: A consumed creature is completely immobilized, but can take standard and minor actions. It may only leave the Tangler's mouth after it deals damage to the Tangler while the Tangler is bloodied. Attacks made from within the Tangler gain an automatic +10 on attack rolls and +10 on damage.

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Races and Monsters

These large, many-tentacled creatures are the true predators of space. A tangler will leap on a ship, wrapping its thirteen tentacles around its hull. While some of the tentacles try to crush the ship whole, others lash out at any poor souls on the ship's deck, pulling them towards its huge, gibbering maw and three glistening eyes.
Mature Tangler Level 25 Brute Large aberrant, space XP 4,200 Initiative +17 Senses Perception +25; darkvision HP 210; Bloodied 105 AC 34; Fortitude 33, Reflex 34, Will 33 Speed 6

filled with hundreds of moaning goushok. What do they want? Who knows?
Goushok Newspawn Level 11 Skirmisher Medium humanoid XP 1,100 Initiative +17 Senses Perception +17 HP 110; Bloodied 55 AC 35; Fortitude 36, Reflex 34, Will 33 Speed 6

S TA N DA RD A C T IO N S

T RA IT S

Enhanced Movement The Tangler can take 2 standard actions during its turn.

S TA N DA RD A C T IO N S

(B) Smashing Tentacle (at-will) Attack: Reach 5; +29 vs. AC Hit: 3d10+7 damage, and the target is knocked prone and takes ongoing 15 acid damage (save ends). Tentacle Grab (at-will) Attack: Reach 5; +27 vs. Reflex Hit: 3d10+5 damage, and the target is grabbed and takes ongoing 15 acid damage (save ends ongoing damage). Feed Me (at-will) Attack: Targets a creature grabbed by the Tangler; Reach 5; +25 vs. Reflex Hit: 1d12+5 damage, and the target is pulled up to 5 squares to the Tangler's mouth. Effect: Unless a condition limits the target's movement so that it does not enter the Tangler's mouth, the target is consumed.

(BW) Slam (at-will) Attack: +26 vs. AC Hit: 3d6 damage (W) Proboscis (at-will) Attack: +24 vs. Reflex Effect: Target is grabbed. Brain Drain (at-will) Attack: Targets the creature grabbed by the Goushok Newspawn's proboscis attack. +22 vs. Will Hit: The target takes its bloodied value in damage. Effect: If the target ends the encounter with 0 or fewer HP, it turns into a Goushok Newspawn. Goushok Mule Level 14 Brute Medium humanoid XP 1,400 Initiative +20 Senses Perception +20 HP 150; Bloodied 75 AC 38; Fortitude 39, Reflex 37, Will 36 Speed 6

S TA N DA RD A C T IO N S

M I NO R A C T I ON S

(B) Crushing Tentacle (at-will) Attack: Targets ships; +27 vs. Fortitude Hit: 2d10+4 damage, Consume (at-will) Attack: Targets a consumed creature; no attack roll. Hit: 2d12+10 acid damage, and 15 ongoing acid damage. Effect: A consumed creature is completely immobilized, but can take standard and minor actions. It may only leave the Tangler's mouth after it deals damage to the Tangler while the Tangler is bloodied. Attacks made from within the Tangler gain an automatic +12 on attack rolls and +12 on damage.

(B) Acid Claws (at-will) Attack: +29 vs. AC Hit: 2d6 acid damage, and make an immediate second attack against the target. Second Attack: +27 vs. AC Second Hit: 2d6 acid damage, and ongoing 10 acid damage. Proboscis (at-will) Attack: +27 vs. Reflex Hit: 1d8 damage, and the target is grabbed. Brain Drain (at-will) Attack: Targets the creature grabbed by the Goushok Mule; +25 vs. Will Hit: The target takes its bloodied value in damage. Effect: If the target ends the encounter with 0 or fewer HP, it turns into a Goushok Newspawn. Mighty Throw (at-will) Attack: +27 vs. Reflex Hit: 1d8+8 damage, and the target is pushed 6 squares. Running the Goushok What do the goushok want? You can play this many ways, but here are a few options. The goushok could be essentially a virus: each goushok's primary goal is to turn non-goushok into goushok. Once everything's a goushok...well, that would take quite a while. But that's bad enough. Or the goushok could be searching for a magical artifact that will make them far more powerful. What if the goushok were created by another, more powerful race, and are awaiting the command from their fearsome masters before launching a full-scale attack on the regular races of space?

Goushok
Just imagine being captured by a vaguely humanoid creature that straps you down, thrusts a proboscis up your nose, and roots around in your brain for a while. After it's done, you're a willing slave of its race, and your skin grows sallow as you begin growing extra lumps, features; even extra limbs. You become a shambling monstrosity, totally committed to your race. Worse, you're still trapped inside your mind, unable resist, watching your body carry out horrible acts. The big problem with the goushok is how many there are. They haven't attacked enough ships to attract the Terai's attention yet, but those few who escape them describe huge, barnacle-like ships

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Races and Monsters

Goushok Healer Level 16 Controller Medium humanoid XP 1,500 Initiative +22 Senses Perception +22 HP 170; Bloodied 85 AC 40; Fortitude 41, Reflex 39, Will 38 Speed 6

S TA N DA RD A C T IO N S

Zyoxid Larva Level 15 Minion Small aberrant beast XP 300 Initiative +10 Senses Perception +6; darkvision HP 1; a missed attack never damages a minion. AC 29; Fortitude 28, Reflex 27, Will 25 Speed 7

S TA N DA RD A C T IO N S

(B) Claws (at-will) Attack: +31 vs. AC Hit: 4d6 poison damage and ongoing 15 poison damage, Proboscis (at-will) Attack: +29 vs. Reflex Hit: 1d8 damage, and the target is grabbed. Brain Drain (at-will) Attack: Targets the creature grabbed by the Goushok Healer; +25 vs. Will Hit: The target takes its bloodied value in damage. Effect: If the target ends the encounter with 0 or fewer HP, it turns into a Goushok Newspawn. Toxic Spores (encounter) Attack: Area burst 5 within 5; targets enemies; +29 vs. Fortitude Hit: 2d8 poison damage and 5 ongoing poison damage. Spores of Regeneration (encounter) Attack: Close burst 8 Effect: All Goushok within the burst regain 20 HP.

(B) Bite (standard; at-will) Attack: +20 vs. AC Hit: 12 damage.

M IN O R A C T IO N S

Murder From the Darkness (minor; encounter) Attack: Ranged 5; +18 vs. Will Hit: 2d4+6 psychic damage. Zyoxid Adult Level 18 Soldier Medium aberrant beast XP 2,000 Initiative +10 Senses Perception +16; darkvision HP 180; Bloodied 90 AC 34; Fortitude 31, Reflex 30, Will 29 Speed 8

S TA N DA RD A C T IO N S

Zyoxid
Black Wyrms. Devil Dragons. Lifestealers. Sharks of Space. These are all names for the Zyoxid. A grown Zyoxid is a dark-skinned worm about six meters long. Scaled fins tipped with spikes run the length of its body, enabling it to swim through the air when there's no gravity or slither along the ground when there is. The head of a Zyoxid consists of a several close-set eye- and ear-stalks that sit behind of slavering maw of razor-sharp teeth, which the Zyoxid can extend outside of its mouth to rake across its prey. Worse, once they smell blood, they surge towards it with renewed savagery. Anyone who stumbles on a Zyoxid is quickly gripped by fear. Turns out this isn't just because they're so ugly; their minds resonate with their prey, dominating and frightening them. Zyoxids don't breathe, so they can live in space indefinitely. They feed on living creatures, and can go weeks between meals. A Zyoxid's only weakness is its relative stupidity. They're ruthless, vicious killers, but they appear to lack true sentience.

(B) Bite (standard; at-will) Attack: Reach 2 Hit: +24 vs. AC; 1d10+8 damage. Rending Flesh (standard; at-will) Attack: Targets a bloodied creature; +23 vs. Reflex Hit: 2d10+7 damage.

M IN O R A C T IO N S

Murder From the Darkness (minor; encounter) Attack: Close blast 5; targets enemies; +21 vs. Will Hit: 1d8+6 psychic damage and the target is helpless (save ends). Zyoxid Horror Level 22 Brute Medium aberrant beast XP 4,100 Initiative +18 Senses Perception +14; darkvision HP 200; Bloodied 100 AC 34; Fortitude 34, Reflex 34, Will 33 Speed 8

S TA N DA RD A C T IO N S

(B) Bite (at-will) Attack: Reach 2; +25 vs. AC Hit: 3d10+4 damage, and the target is grabbed. Rending Flesh (at-will) Attack: Targets a bloodied creature; +25 vs. Reflex Hit: 4d6+8 damage. Effect: Each subsequent rending flesh attack by this zyoxid horror against the same target while it is grabbed deals an extra 1d6 damage, cumulative.

M IN O R A C T IO N S

Acid Spit (at-will; recharge 5-6) Attack: Area burst 2 within 10; targets enemies +23 vs. Reflex Hit: 2d6+7 acid damage and ongoing 10 acid damage. Miss: 1d6+4 acid damage. Murder From the Darkness (encounter) Attack: Close blast 5; targets enemies; +23 vs. Will Hit: 3d10+4 psychic damage and the target is dazed (save ends).

T R IG G E RE D A C T IO N S

Savage Reaction (immediate reaction; when the Zyoxid Horror is damaged by a melee attack) If the Zyoxid Horror is not currently grabbing an enemy, it makes a bite attack against the creature that just damaged it.

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Voidjumpers of Space, Evolved Release

Races and Monsters


Exploding Spine (immediate reaction; when the incubator is bloodied) Attack: Close burst 5; +29 vs. Reflex Hit: 3d8+10 damage and the target is restrained (pinned to the ground by exploding shreds of bone).

10

Incubators
Stories are told of ships that are full of crews one day, then empty, bloody messes the next. Tales are told of comrades who fall mysteriously ill, then explode into monstrous beasts that look like a beholder's insides. These are the incubators. Very few have seen one and lived to describe it. Nobody knows how they infect crews.
Early-Stage Incubator Level 21 Brute Medium aberrant beast XP 4,100 Initiative +14 Senses Perception +16 HP 180; Bloodied 90 AC 33; Fortitude 34, Reflex 33, Will 32 Resist 15 acid Speed 8

Space Whales
These large creatures swim across space, apparently feeding on tiny creatures that float in the vastness. However, they possess a teleportation ability, so pods soaring placidly through space are punctuated with individual whales blinking in and out of the herd. Though normally placid unless threatened, during the mating season males and females both turn into violent killers. Moving close to a space whale is a strange experience, as they project a disturbing psychic aura. This makes them very valuable research subjects for arcanists and psionicists.
Baby Space Whale Level 18 Skirmisher Medium aberrant beast XP 2,000 Initiative +12 Senses Perception +20; low-light vision HP 170; Bloodied 85 AC 32; Fortitude 33, Reflex 31, Will 29 Speed 8, teleport 6

S TA N DA RD A C T IO N S

(B) Tentacle Slash (at-will) Attack: Reach 2; +26 vs. Reflex Hit: 2d10+4 acid damage, and ongoing 5 acid damage (save ends). Bite (at-will) Attack: +26 vs. AC; 2d8 damage, and the target is grabbed. Against a target grabbed by any incubator: another 1d8 damage.

M I NO R A C T I ON S

Look At That Thing (at-will; recharges on 5-6) Attack: +26 vs. Will; Hit: 2d10 psychic damage and the target is dazed (save ends).

S TA N DA RD A C T IO N S

M OV E A C T I ON S

It's Getting Away! (encounter) The incubator moves up to 15 squares. Late-Stage Incubator Level 24 Artillery Large aberrant beast XP 6,200 Initiative +17 Senses Perception +19 HP 200; Bloodied 100 AC 36; Fortitude 37, Reflex 36, Will 35 Resist 15 acid Speed 8

(B) Smash (standard; at-will) Attack: +21 vs. Reflex Hit: 3d6+7 damage. Scalding Spout (standard; at-will) Attack: Reach 5; +21 vs. Reflex Hit: 2d6+7 damage.

M I NO R A C T I ON S

S TA N DA RD A C T IO N S

Psychic Field (minor; recharge 5-6) Attack: Close burst 5 Effect: Creates a zone of psychic energy that moves with the baby space whale (sustain minor). Any creature within the psychic field takes 10 psychic damage. Adult Space Whale Level 24 Brute Medium aberrant beast XP 4,100 Initiative +19 Senses Perception +15; low-light vision Psychic Field aura 5; each creature within the aura takes 15 psychic damage. HP 225; Bloodied 112 AC 38; Fortitude 39, Reflex 37, Will 35 Speed 8; teleport 6

(B) Tentacle Slash (at-will) Attack: Reach 3; +29 vs. Reflex Hit: 2d10+8 acid damage, and make an immediate second attack against the target. Second Attack: +31 vs. Reflex Second Hit: 2d8+4 acid damage, and ongoing 10 acid damage (save ends). Whipping Tentacles (at-will) The incubator makes two tentacle slash attacks. Bite (at-will) Attack: +30 vs. AC Hit: 2d10 damage, and the target is grabbed. Against a target grabbed by any incubator: another 1d10 damage.

S TA N DA RD A C T IO N S

M I NO R A C T I ON S

Look At That Thing (at-will; recharges on 5-6) Attack: +29 vs. Will Hit: 3d10+6 psychic damage and the target is dazed (save ends).

(B) Smash (standard; at-will) Attack: +27 vs. Reflex Hit: 3d8+9 damage. Scalding Spout (standard; at-will) Attack: Reach 5; +27 vs. Reflex Hit: 2d8+9 damage.

T R I G G E R E D A C T I ON S

The Gods
Some say that the void is the gods' graveyard. There are certainly many empty heavens and hells in the void, and some of them still contain the remains of their former inhabitants. Indeed, some of the gods still live in remote corners of the void.

Acidic Flesh (immediate reaction; when the incubator is hit with a melee attack) Attack: +27 vs. Fortitude Hit: 1d12+4 acid damage, and 10 ongoing acid damage (save ends).

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These godly haunts are opportunities for great wealth and great danger. One might discover a warrior's hall, full of the old warriors' resting souls and treasureresting, that is, until the adventurers find it. Moreover, most gods have many homes, so it is not unusual to stumble upon an empty utopia that currently misses its god. The gods themselves are inscrutable. Some are most likely to trick trespassing humans; others will annihilate them for daring to even see the gods' secret retreats. On the other hand, if the gods have retreats in space, what are they retreating from?

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Voidjumpers of Space, Evolved Release

Themes of the Void

12

Themes of the Void


Space Pirate
You areor werea savage mercenary of space. Your key attributes include Dexterity and Charisma. This theme works like a standard D&D 4E theme: at each specified level, you can choose a Space Pirate power instead of one of your class's powers at that level. You may use this list for re-training powers, as well.

You're Going Down!

Space Pirate Attack 1

You snarl and push forward, knocking your foe backwards with the force of your blade.
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and you push the target 1 square if it is your size, smaller than you, or one category larger. You can shift into the space that the target occupied. Try This On For Size! Space Pirate Attack 1

Your foe is amazed at the flourish of your blade.


Encounter Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage, and the target is dazed until the end of your turn. Grab the Line! Space Pirate Utility 1

Class Feature
As a Space Pirate, you have access to the Pirate's Mark class feature. Once per turn, at the beginning of your turn, you can designate any enemy within 10 squares as your mark. This enemy takes a -2 penalty on all attacks that do not include you, and you take +2 on all attacks that target only this enemy. This mark remains in effect until the end of the encounter, the mark is reduced to 0 HP or fewer, or you designate a different mark. You can only designate one enemy as your mark at a time. You can remove your mark (thus having no enemies marked) as a free action.

You grab a conveniently swinging rope and sail over your enemies' heads.
Encounter Martial Move Action Effect: Fly up to 8 squares. Your movement must end on a solid surface. Die, You Scum! Space Pirate Attack 1

You hack away savagely at your foe.


Daily Martial, Weapon Target: One creature Attack: Dexterity vs. Reflex Effect: 2[W] + Dexterity modifier damage, plus 2 ongoing damage (save ends).

Level 1 Abilities
At first level, you may choose from these powers instead of your class's first-level powers. Have At You! Space Pirate Attack 1

Level 2 Abilities
At second level, you may choose the use of the following power instead of a 2nd-level power from your class. Out Of My Way, Dogs! Space Pirate Attack 2

You call out an insult and hack away at your foe.


At-Will Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage. Miss: Dexterity modifier damage. You Can't Hit Me! Space Pirate Attack 1

You run past the closest wave of enemies, ignoring their swinging blades.
Encounter Martial Move Action Effect: Move up to your speed. All opportunity attacks made against you during your move action take a -2 penalty. Penalty is -5 at 11th level. Penalty is -8 at 21st level.

You nimbly leap out of the way as you slash at your enemy.
At-Will Martial, Weapon Standard Action Melee weapon Target: One creature Special: Shift up to 2 squares before your attack Attack: Dexterity vs. AC Hit: 1[W] + Dexterity modifier damage.

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Themes of the Void

13

Level 3 Abilities
I Won't Miss This Time! Space Pirate Attack 3

Pirate's Curse

Space Pirate Level 9 Disease

Improve DC 26; maintain DC 22; worsen DC 21 or lower.


Stage 1: The curse is lifted from the target. Stage 2, Initial Effect: When the cursed target hits one of its enemies, the cursed target takes ongoing 5 psychic damage (save ends). Stage 3: When the cursed target hits one of its enemies, the cursed target takes ongoing 10 psychic damage (save ends). Stage 4, Final: The cursed target is weakened, and cannot make attacks.

Your strike hones in on your target.


At-Will Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity + 3 vs. Reflex Hit: 1[W] + Dexterity modifier damage, and the target is dazed.

Level 5 Abilities
I Fight Better When I've Had a Few! Utility 5

Level 10 Abilities
Fight On! Space Pirate Utility 10

The grog flowing through your body lets you shrug off pain.
Daily Martial Minor Action Personal Effect: You regain the use of your second wind, and one ongoing effect on you immediately ends.

You shout an encouraging word to your allies, who cheer and fight on.
Daily Martial Standard Action Close burst 5 Target: Each ally in burst Effect: Each ally can spend a healing surge and gains a +2 power bonus on their next attack.

Level 6 Abilities
You gain an automatic +2 on all Bluff checks. If trained, you gain an additional +2 on all Bluff checks.

Level 13 Abilities
Bloody Roar Space Pirate Utility 13

Level 7 Abilities
Kiss The Mermaids For Me! Pirate Attack 7

Blood spatters on the deck of your ship, but with a hellish shout you are only more determined to fight.
Encounter Martial Free Action Personal Trigger: You are bloodied. Effect: You gain a +2 power bonus on all melee attacks until the end of the encounter.

A vicious blow sends your enemy reeling.


Encounter Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, and the target is pushed up to 3 squares. Low Blow Space Pirate Attack 7

Level 15 Abilities
You'll Be Feeling This in the Morning! 15 Attack

You strike your enemy at a particularly sensitive spot.


Encounter Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage, plus the target is dazed and takes 2 ongoing damage and a -2 penalty on attack rolls (save ends all three).

You make a savage thrust at an enemy.


Daily Martial, Weapon Standard Action Melee or Ranged weapon Target: One creature Attack: Dexterity vs. Reflex Hit: 3[W] + Dexterity modifier damage, and ongoing 5 damage (save ends). You're All Mine! Space Pirate Attack 15

Level 9 Abilities
Curse Your Hide! Space Pirate Attack 9

You swing with a wide arc, hitting all the enemies around you.
Daily Martial, Weapon Standard Action Close burst 1 Target: All enemies in the burst Attack: Dexterity vs. Reflex Hit: 2[W] + Dexterity modifier damage.

You utter a dire curse at your enemy, who doubles over in pain the more it attacks your allies.
Daily Martial Standard Action Ranged 10 Target: One creature Attack: Charisma vs. Will Hit: 1d10 psychic damage, and the target contracts pirate's curse (see below).

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Themes of the Void

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Level 16 Abilities
Choose Diplomacy or Streetwise. From this point forward, you gain an automatic +4 on all checks using this skill. If trained, you gain an additional +2 on all checks using this skill.

Level 17 Abilities
I'm Not Left-Handed, Either! Pirate Attack 17

Your display of martial prowess frightens your enemy witless.


Encounter Martial, Weapon Standard Action Ranged 5 Target: One enemy Attack: Charisma vs. Will Hit: 3[W] + Charisma modifier psychic damage, and the target is dazed and unable to make attacks that include you until the end of your next turn.

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Voidjumpers of Space, Evolved Release

Themes of the Void

15

Void Arcanist
The void provides a clarity that is of great use to magic users. Some use this clarity to plumb the depths of magic and learn strange spells available only to those who have spent time in the spaces between worlds. Fear-based blast and burst attacks dealing psychic damage, walls of protection, and movement-based abilities (specifically, teleportation). Sprinkle in some force- and cold-based attacks. Intelligence is your key attribute. This theme works like a standard D&D 4E theme: at each specified level, you can choose a Void Arcanist power instead of one of your class's powers at that level. You may use this list for retraining powers, as well.

Wall of Shadow

Void Arcanist Chant 1

A shadowed wall springs up between you and your enemies.


Encounter Arcane Standard Action Area wall 5 within 10 squares Effect: You conjure a wall of shadow that lasts until the end of your next turn. This wall grants concealment to enemies on the other side of the wall. If a creature enters the wall's space or starts its turn there, it takes 1d6 + Intelligence modifier shadow damage. Blink Step Void Arcanist Utility 1

You move to any position on the battlefield at will.


Daily Arcane, Teleportation Minor Action Personal Effect: All your move actions become teleports until the end of the encounter.

Class Feature
Your strange powers give you a small measure of control over your own luck. Strange Fortune Void Arcanist Utility

Level 3 Abilities
Cold of Space Void Arcanist Chant 3

The temperature in the room drops precipitously. With a wry smile, you turn failure into success.
Daily Immediate, Interrupt Trigger: You fail on any saving throw. Effect: Re-roll and use whichever roll is highest. Encounter Arcane Standard Action Area burst 2 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier cold damage.

Level 5 Abilities
Hideous Visions Void Arcanist Chant 5

Level 1 Abilities
Psychic Blow Void Arcanist Chant 1

You unleash a psychic blow on your enemy.


At-Will Arcane Standard Action Ranged 5 Target: One creature Attack: Intelligence vs. AC Hit: 1[W] + Intelligence modifier psychic damage. Psychic Blast Void Arcanist Chant 1

A shadowed wall springs up between you and your enemies.


Encounter Arcane Standard Action Area burst 2 within 10 Target: Each creature in burst Attack: Intelligence vs. Will Hit: 1d8 + Intelligence modifier damage, and ongoing 5 psychic damage (save ends). Effect: The burst creates a zone of hideous visions that blocks line of sight until the end of your next turn. Creatures that enter the zone or start their turns there take 1d8 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends). As a move action, you can move the zone up to 5 squares. Sustain Minor: The zone persists.

You unleash a psychic blast on your enemy.


At-Will Arcane Standard Action Area burst 1 within 5 squares Target: Every creature in blast Attack: Intelligence vs. AC Hit: 1d6 + Intelligence modifier damage.

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Level 7 Abilities
Vortex Wall Void Arcanist Chant 7

Level 13 Abilities
Wall of Force Void Arcanist Utility 13

A strange, twisting wall of swirling energy springs appears.


Encounter Arcane Standard Action Area wall 10 within 10 Effect: You conjure a wall of dark vortexes (sustain minor). Objects and creatures on the other side of the wall are lightly concealed. If a creature enters the wall's space or starts its turn there, it takes 2d6 + Intelligence modifier psychic damage.

You create a solid wall.


Encounter Arcane Standard Action Area wall 10 within 15 Effect: You conjure a solid wall of force. This wall grants total concealment to enemies on the other side of the wall. The wall can be destroyed prematurely if it takes 10 points of force damage. Sustain Minor: The wall persists.

Level 9 Abilities
Mists of Fear Void Arcanist Chant 9

Level 15 Abilities
Disintegrating Shield Void Arcanist Utility 15

A mist rises from the floor, disorienting your enemies.


Daily Arcane Standard Action Area burst 3 within 20 Attack: Intelligence vs. Will Hit: 2d6 + Intelligence modifier psychic damage, and ongoing 5 psychic damage (save ends). Sustain Minor: The mist persists as a zone, making another attack. Seeds of Confusion Void Arcanist Chant 9

You are momentarily surrounded by a shimmering aura of darkness that swallows up any missiles that enter it.
Daily Arcane Standard Action Personal Effect: Until the end of your next turn, you gain a +5 power bonus to all defenses. If you move, this effect ends.

Level 16 Abilities
Choose Bluff or Intimidate. You gain an automatic +3 on all checks using this skill. If trained, you gain an additional +3 on all checks using this skill.

An enemy becomes confused and lashes out at one of its allies.


Daily Arcane Standard Action Ranged 10 Attack: Intelligence vs. Will Effect: The target takes 1d12 + Intelligence modifier damage and uses an at-will power of your choice against one enemy of your choice.

Level 17 Abilities
Shadow Foe Void Arcanist Utility 17

Level 10 Abilities
Arrange Yourselves Thusly Arcanist Utility 10

A creature appears within your enemies' rank. They swing wildly at it, but their weapons slice through nothingness.
Encounter Arcane Standard Action Ranged 15 Effect: You summon an insubstantial creature within 15 squares. This creature has no HP and no defenses, cannot take damage, and cannot cause damage. At the start of its turn, choose an enemy adjacent to the creature and make a +16 vs. Will attack. If successful, the enemy must attack the creature on the enemy's next turn. Sustain Minor: The creature persists.

Your allies are suddenly in completely different places on the battlefield.


Daily Arcane, Teleportation Standard Action Close burst 8 Effect: Any willing ally in the burst can immediately teleport to any empty square within the burst. Each ally affected by this power gains a +2 power bonus on its first attack next turn. Go There Void Arcanist Utility 10

Your enemies are suddenly in completely different places on the battlefield.


Daily Arcane, Teleportation Standard Action Close burst 8 Effect: Immediately teleport up to 5 enemies you choose in the burst to any empty squares you choose within the burst. Each enemy chosen must be moved to a different square. Each enemy affected by this power takes a -2 penalty to AC and Reflex until the end of your next turn.

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Themes of the Void

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Spectral Ally

Void Arcanist Chant 17

A shadowy, feral creature appears next to you. You point at an enemy, and your new servant leaps to attack.
Encounter Arcane Standard Action Personal Effect: You summon a creature in an adjacent square. This creature has half your maximum HP and half all your defenses and ability scores, and a speed and fly of 7. Despite its spectral nature, it takes damage normally. This creature also inherits your basic melee and basic ranged attacks, exactly as they are when you summoned the creature. Sustain Minor: The creature persists.

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A Gallery of Voidjumpers

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A Gallery of Voidjumpers
Voidhopper (Skiff)
Level: HP: AC: Fortitude: Size: Speed: Actions: Max occupants: 2 20 (Bloodied 10) 17 13 1 square 7 1 12

Kaiken (Fighter)
Level: HP: AC: Fortitude: Size: Speed: Actions: Max crew: 5 45 (Bloodied 22) 19 17 1 square 8 1 2 Level 5

Flame Bolter A bolt of flame leaps across the blackness. HP 50; Bloodied 25 AC 19; Fortitude 17 Bolt of Flame (standard; at-will) Ranged 15; +12 vs. AC; 1d10+4 damage.

Voidhoppers are common pleasure craft for the wealthy, agile but able to seat plenty of friends.

Stiletto (Fighter)
Level: HP: AC: Fortitude: Size: Speed: Actions: Max crew: 3 25 (Bloodied 12) 15 13 1 square 7 1 2

If you come across a fighter in space, it's most likely to be a dagger-shaped kaiken, which has proved to be the best all-around design.

Brute Fist (Brute Fighter)


Level: HP: AC: Fortitude: Size: Speed: Actions: Max crew: 3 20 (Bloodied 10) 15 13 1 square 6 1 2

Small Lightning Cannon Level 3 A small cannon fires a bolt of lightning at enemies. HP 30; Bloodied 15 AC 17; Fortitude 15 Lightning Strike (standard; at-will) Ranged 15; +9 vs. AC; 1d8 damage. Lightning Surge (standard; encounter) Ranged 15; +8 vs. Fortitude; 2d8 damage. On a successful hit, this weapon can take no actions until the end of its next turn.

Stilettos are small and cheap in every sense.

Lightning Blaster Level 3 Fires an orb of lightning at an enemy. HP 30; Bloodied 15 AC 17; Fortitude 15 Lightning Blast (standard; at-will) Ranged 15; +11 vs. AC; 2d6+2 damage. Overcharge (standard; encounter) Blast 5 within 15; +9 vs. Fortitude; 2d8 damage. On a successful hit, this weapon can take no actions until the end of its next turn.

Brainstealer (Fighter)
Level: HP: AC: Fortitude: Size: Speed: Actions: Max crew: 4 35 (Bloodied 17) 16 14 1 square 7 1 2 Level 4

Brute fighters may not have much in the way of armor, but they unleash devastating damage with their lightning blasters.

Tentacles Your ship has tentacles. It's that simple. HP 40; Bloodied 20 AC 18; Fortitude 16 Tear to Pieces (standard; at-will) Reach 2; +10 vs. AC; 1d8+4 damage.

Used only by the Brain Lords, a brainstealer is a strange, egg-shaped craft fronted by six waving tentacles.

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Lightskimmer (Cruiser)
Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 3 30 (Bloodied 15) 17 15 1x2 squares 6 4 1 (pilot) 6 10

Clipper (Cruiser)
Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 5 50 (Bloodied 25) 19 17 1x2 squares 6 4 1 (pilot) 4 10

Mechanical Saboteur Level 3 Small automatons leap from your ship to your enemy, attempting to sabotage it. HP 30; Bloodied 15 AC 17; Fortitude 15 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage. Force Cannon (2) Level 3 Launches waves of pure force at enemy ships. HP 30; Bloodied 15 AC 17; Fortitude 15 Wave of Power (standard; at-will) Ranged 15; +9 vs. AC; 1d8+2 force damage. Wall of Force (standard; encounter) Targets up to 3 ships. Ranged 15; +9 vs. Fortitude; 2d8+4 force damage, and the target is weakened (save ends). Crossbow Level 3 Launches a large, metal-tipped bolt at an enemy. HP 30; Bloodied 15 AC 17; Fortitude 15 Launch Bolt (standard; at-will) Ranged 15; +9 vs. AC; 1d8+2 damage. Flaming Bolt (standard; at-will) Ranged 15; +9 vs. AC; 1d8 fire damage, and 2 ongoing fire damage.

Mechanical Saboteur Level 5 Small automatons leap from your ship to your enemy, attempting to sabotage it. HP 50; Bloodied 25 AC 19; Fortitude 17 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage. Flame Cannon Level 5 Launches orbs of fire at enemy ships. HP 50; Bloodied 25 AC 19; Fortitude 17 Orb of Fire (standard; at-will) Ranged 15; +14 vs. AC; 1d8+2 radiant damage. Orbs of Fiery Death (standard; encounter) Targets up to 3 ships. Ranged 15; +14 vs. Fortitude; 2d8+4 fire damage, and ongoing 10 fire damage (save ends). Mechanical Eye (2) Level 5 A large eye leaps from your ship and hovers some distance from it, unleashing deadly rays at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17 Speed 7 Radiant Beam (standard; at-will) +9 vs. AC; 1d8+2 radiant damage. Sweep of Light (standard; encounter) Burst 5; +9 vs. AC; 1d8+2 radiant damage. Bloody Explosion (standard; daily) The eye explodes. Burst 3, +9 vs. Reflex; 1d8+2 acid damage. The eye cannot be used until a new one is grown overnight.

This small cruiser is much-loved by small-time traders and bounty hunters.

The sleek clipper is the go-to model for cruisers. You've really arrived as an adventurer if you man a clipper.

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Peacekeeper Patroller (Cruiser)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 7 70 (Bloodied 35) 21 19 1x3 squares 6 4 1 (pilot) 6 10

Humpback (Medium Freighter)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 3 70 (Bloodied 35) 17 15 1x4 squares 4 3 1 3 40

Ram Level 7 A serrated steel projection juts out from the front of your ship. HP 70; Bloodied 35 AC 21; Fortitude 19 Slam (standard; at-will) +10 vs. AC; 1d6+4 damage. Rip (standard; at-will) Targets a ship hit the previous turn by this ship's Slam attack. +12 vs. AC; 2d6+4 damage. Small Lightning Cannon (3) Level 7 A small cannon fires a bolt of lightning at enemies. HP 70; Bloodied 35 AC 21; Fortitude 19 Lightning Strike (standard; at-will) Ranged 15; +9 vs. AC; 1d8 lightning damage. Lightning Surge (standard; encounter) Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. On a successful hit, this weapon can take no actions until the end of your next turn.

Saw Blade Level 3 Spinning saws are embedded in your ship, that do tremendous damage to adjacent ships. HP 50; Bloodied 25 AC 17; Fortitude 15 Spinning Saws of Death (standard; at-will) +7 vs. Reflex; 1d6+8 damage. Armed Horror Level 3 An arm attached to your ship reaches out and claws at enemies. HP 60; Bloodied 30 AC 17; Fortitude 15 Horror Claw (standard; at-will) +8 vs. AC; 1d6+4 damage.

These specialized cruisers are used exclusively by the Peackeepers (p30). They're not powerful, but they know how to call for backup.

Shellback (Light Freighter)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 2 50 (Bloodied 25) 16 14 1x3 5 2 1 2 30

Mechanical Saboteur Level 1 Small automatons leap from your ship to your enemy, attempting to sabotage it. HP 11; Bloodied 5 AC 15; Fortitude 13 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage. Grapeshot Cannon Level 4 Fires a burst of heavy balls. Devastating at short ranges. HP 40; Bloodied 20 AC 18; Fortitude 16 Grapeshot Blast (standard; at-will) Reach 2; +8 vs. AC; 1d8+6 damage.

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Heavy Hauler (Heavy Freighter)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 5 110 (Bloodied 55) 19 17 2x4 squares 4 3 1 5 80

Small Guard Post (Guard Station)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 2 30 (Bloodied 15) 16 14 2x2 squares 0 2 1 20 20

Mechanical Saboteur Level 5 Small automatons leap from your ship to your enemy, attempting to sabotage it. HP 11; Bloodied 5 AC 15; Fortitude 13 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage. Ram Level 5 A serrated steel projection juts out from the front of your ship. HP 50; Bloodied 25 AC 19; Fortitude 17 Slam (standard; at-will) +10 vs. AC; 1d6+4 damage. Rip (standard; at-will) Targets a ship hit the previous turn by this ship's Slam attack. +12 vs. AC; 2d6+4 damage. Eye of the Beholder Level 5 A large eye leaps from your ship and hovers some distance from it, unleashing deadly rays at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17 Speed 7 Radiant Beam (standard; at-will) +9 vs. AC; 1d8+2 radiant damage. Telekinesis (standard; at-will) +9 vs. AC; 1d8+2 force damage. Bloody Explosion (standard; daily) The eye explodes. Burst 3, +9 vs. Reflex; 1d8+2 acid damage.

Small Lightning Cannon Level 5 A small cannon fires a bolt of lightning at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17 Lightning Strike (standard; at-will) Ranged 15; +9 vs. AC; 1d8 lightning damage. Lightning Surge (standard; encounter) Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. On a successful hit, this weapon can take no actions until the end of your next turn. Holding Ray Level 5 A ray leaps out from the station, grabbing a ship in its grip. HP 50; Bloodied 25 AC 19; Fortitude 17 Grabber Beam (standard; at-will) +10 vs. AC; 5 force damage, and the target is immobilized (save ends).

Standard Guard Station


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 5 75 (Bloodied 37) 19 17 2x2 squares 0 2 1 20 20

Small Lightning Cannon Level 5 A small cannon fires a bolt of lightning at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17 Lightning Strike (standard; at-will) Ranged 15; +9 vs. AC; 1d8 lightning damage. Lightning Surge (standard; encounter) Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. On a successful hit, this weapon can take no actions until the end of your next turn. Holding Ray Level 5 A ray leaps out from the station, grabbing a ship in its grip. HP 50; Bloodied 25 AC 19; Fortitude 17 Grabber Beam (standard; at-will) +10 vs. AC; 5 force damage, and the target is immobilized (save ends).

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Guard Installation (Guard Station)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 10 150 (Bloodied 75) 24 22 3x3 squares 0 3 1 45 45

Blockade Runner (Corvette)


This ship's been optimized for the more, er, exciting aspects of life. It can store massive amounts of cargomore than a large freighter and has comfortable living quarters for special guests.
Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: Resist: 7 70 (Bloodied 35) 21 19 1x3 squares 5 5 10 30 10 7 fire

Small Lightning Cannon Level 5 A small cannon fires a bolt of lightning at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17 Lightning Strike (standard; at-will) Ranged 15; +9 vs. AC; 1d8 lightning damage. Lightning Surge (standard; encounter) Ranged 15; +8 vs. Fortitude; 2d8 lightning damage. On a successful hit, this weapon can take no actions until the end of your next turn. Holding Ray Level 5 A ray leaps out from the station, grabbing a ship in its grip. HP 50; Bloodied 25 AC 19; Fortitude 17 Grabber Beam (standard; at-will) +10 vs. AC; 5 force damage, and the target is immobilized (save ends).

Grapeshot Cannon Level 4 Fires a burst of heavy balls. Devastating at short ranges. HP 40; Bloodied 20 AC 18; Fortitude 16 Grapeshot Blast (standard; at-will) Reach 2; +8 vs. AC; 1d8+6 damage. Lightning Blast Cannon Level 11 Fires a coiled blast of lightning at the enemy. HP 110; Bloodied 55 AC 25; Fortitude 23 Lightning Blast (standard; at-will) Ranged 20; +16 vs. AC; 1d8+6 lightning damage. Lightning Ball of Death (standard; encounter) Ranged 20; +15 vs. Fortitude; 2d8+6 damage. On a successful hit, this weapon can take no actions until the end of your next turn. Blinding Ray Level 13 A dish stores energy from the passing suns and blasts it at enemies. HP 130; Bloodied 65 AC 27; Fortitude 25 Ray (standard; at-will) Ranged 20; +18 vs. AC; 2d4+7 fire damage. Blinding Blast (standard; daily) Ranged 20; +19 vs. Fortitude; 3d8+8 radiant damage. On a successful hit, this weapon can take no actions until the end of your next turn.

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Demoncrawler (Destroyer)
Level: 18 HP: 200 Size: 2x3 squares Speed: 4 Actions: 5 Skeleton crew: 25 Max crew: 50 Max occupants: 200 Resist: 20 fire Demonic Despair aura 10; all enemy creatures onboard ships within 5 squares of the Demoncrawler (even if parts of those ships are not within the 5-square limit) take a -5 penalty to Will. Blinding Ray (2) Level 13 A dish stores energy from the passing suns and blasts it at enemies. HP 130; Bloodied 65 AC 27; Fortitude 25 Ray (standard; at-will) Ranged 20; +18 vs. AC; 2d4+7 fire damage. Blinding Blast (standard; daily) Ranged 20; +19 vs. Fortitude; 3d8+8 radiant damage. On a successful hit, this weapon can take no actions until the end of your next turn. Cannon (2) Level 23 Fires a ball or mortar using a combustible powder. HP 230; Bloodied 115 AC 28; Fortitude 26 Cannon Blast (standard; at-will) Ranged 20; +29 vs. AC; 3d6+2 damage. Catapult Level 25 Launches a projectile on an arc. HP 250; Bloodied 125 AC 27; Fortitude 25 Fiiiiire! (standard; at-will) Ranged 20; +30 vs. AC; 2d4+10 damage. Acid Projectile (standard; at-will) +28 vs. Fortitude; 2d4+7 acid damage, and ongoing 10 acid damage (save ends). Flaming Projectile (standard; at-will) +28 vs. Fortitude; 2d4+7 fire damage, and ongoing 10 fire damage (save ends). Wail of Bondage Level 25 A pitiful creature, folded within a tight cage, wails eerily. HP 250; Bloodied 125 AC 27; Fortitude 25 Horrible Wail (standard; at-will) Close blast 5; +30 vs. Will; 2d4+10 psychic damage. Tortured Scream (standard; encounter) +32 vs. Will; 2d4+7 psychic damage, and ongoing 10 psychic damage (save ends).

Ship Combat Rules


Combat rules for ships in space work almost exactly the same as person-to-person combat rules, except as noted in this section.

Movement and Positioning


Each ship takes up at least one square on a 1 grid. One inch on the grid is equivalent to about 50 feet. Ships may overlap each other on the grid, representing one ship sailing above another. You are free to simulate 3-dimensional positioning, but this is unreasonable to assume for most player groups. All these rules will work for either 2dimensional or 3-dimensional movement. The ship's orientation does not affect the ability to fire any of its weapons. Players may, at any time, change the square on their ship from which their weapons are being fired. This prevents the need to track the exact location of each weapon on each ship. At the end of a ship's move action, its pilot may change its orientation by 90 degrees. You are free to assume that ships can only move forward in one direction, and must be turned as through navigating through water. For simplicity's sake, this document assumes that ships are not limited in that way, and can move in any direction without turning.

Actions
Each ship can take several standard actions, one per weapon. The Actions stat lists the maximum number of standard actions that the ship can take per turn, as limited by the size of the crew. There must be at least one conscious crewmember for each standard action taken by a ship each turn. If a ship can take 5 standard actions maximum, but at the beginning of its turn has 3 conscious crew members, it can only take 3 standard actions during that turn. If the pilot is unconscious, the ship can take no actions.

Initiative and Defenses


Each ship has its own AC and Fortitude. It takes the Initiative, Reflex, and Will scores of its pilot (the magic user who is controlling the ship's Illumar). Each weapon takes the Initiative, Reflex, and Will scores of the character using that weapon. If the pilot becomes unconscious during a battle,

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the ship's Reflex and Will defenses are set to half their normal values. If no pilot is controlling a vessel, its Initiative, Reflex, and Will are 0.

while grappling with another ship). Initiative is rolled normally. It is sometimes convenient to begin a battle by rolling initiative only for ships, and allowing all weapons on these ships to fire simultaneously during its turn. Later, when players want to get their characters into the conflict, you can roll for their initiative.

Ship-board Weapons
Each weapon on-board a ship must be controlled by a sentient creature. Each weapon on a ship can also be the target of an attack, with a negative on the attack roll equal to the smallest number of empty squares between the attacking and target ships. So, a ship 2 squares away from another would take a -2 when targeting a specific weapon on another ship. When targeting a ship's weapon, use the weapon's defenses.

Grappling
Grappling between ships literally involves grappling hooks. All ships come with at least one grappling hook. To grapple a ship, make an attack with a bonus equal to your ship's level against the Reflex of a ship that is 3 or fewer squares from your ship. A ship may attempt to break a grapple using its pilot's Wisdom modifier plus half the pilot's level against the Fortitude of the grappling ship. Characters on a ship that is grappling another (no matter which ship initiated the grapple) automatically gain access to the leap power. At the beginning of a character's turn, a successful Athletics check with a moderate difficulty allows the character to leap onto a grappled ship as a move action. That character must place him or herself on a square on-board the enemy ship as close as possible to the ship from which that character leaped. The character may then act normally while aboard the other ship. If a creature is using a ship-board weapon, a successful personal grapple check can be used by another creature to pull that creature 1 square away from the weapon, freeing it for anyone's use.

Damage
Ships and ship-based weapons can only be damaged by ship-based weapons, or close and area attacks that damage objects. When a ship is bloodied, all attacks made within the confines of that shipincluding those made with ship-board weaponstake a -2 penalty on attack rolls. Each hit point of ship damage can be repaired with one man-hour of work. Ships do not have healing surges, and cannot recover damage in any way other than by repair. When a ship is reduced to 0 or fewer hit points, it cannot move and all its weapons cannot fire. Ships do not have healing surges.

Conditions
Ships can only be subject to the following ongoing conditions: Blinded Immobilized Restrained Slowed Surprised Weakened

If a ship takes a condition, all weapons also take that condition. The pilot performs the saving roll to shake the condition on his or her turn, and if successful, the condition is lifted from the ship and all its weapons instantly.

Character Actions During Battle


Individual characters other than the pilot may take actions during a ship-to-ship fight (particularly

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Ship Classes
Skiff
A skiff's a small, agile craft, perfect for running small cargo past police forces. Level: 2 to 3 HP: 20 to 30 Size: 1 square Speed: 7 Standard actions: 0 Skeleton crew: 1 Maximum crew/occupants: 4 Weapons available: None

Brute Fighter
Sometimes, you need a small ship that can pack a lot of punch. Brute fighters have much more powerful weapons than a typical fighter, but have much less HP You just hope the battle won't last . long enough to worry about it. Level: 2 to 5 HP: Level x 5 + 5 Size: 1 square Speed: 7 Standard actions: 1 Maximum crew/occupants: 2 (pilot, plus co-pilot or bombardier) Weapons available: 1, Melee or Small Magical

Life Boat
Most larger ships carry small life boats, allowing passengers and crew to escape when trouble brews. Life boats typically carry between 2 and 15 occupants, and very few have engines. You're expected to sit and wait for help to arrive. Level: 1 HP: 10 Size: 1 square Speed: 4 Standard actions: 0 Maximum crew/occupants: 15 Weapons available: None

Freighter
A freighter has one job: get stuff from one spot to another. Serious caravans of freighters will be accompanied by corvettes, cruisers, or fighters. Level: 2 to 5 HP: Level x 20 + 10 Size: 1x3 to 2x4 squares Speed: 5 (levels 2-3) or 4 (levels 4-5) Standard actions: 2 (levels 2-3); 3 (levels 4-5) Skeleton crew: 1 Maximum crew/occupants: 10 x number of squares occupied Weapons available: 2 to 3, Melee

Fighter
To be honest, most fighters exist mainly to frighten off casual pirates. Fighters won't make a difference in a serious fight between two large forces. However, a few fighters can sometimes take on a cruiser if it's unescorted. Level: 2 to 5 HP: Level x 10 - 5 Size: 1 square Speed: 7 Standard actions: 1 Maximum crew/occupants: 2 (pilot, plus co-pilot or bombardier) Weapons available: 1, Melee or Small Magical

Guard Station
If you're running a rich planet, sitting in a vast universe of money-grubbing adventurers, you want to know who's passing by. Thus the use of guard outposts, which usually house between ten and fifty guards, a few skiffs, and maybe a fighter. An outpost's purpose is simple: check on anyone coming near a world. Most wealthy worlds have at least a few outposts nearby, and require any incoming ships to stop for some kind of inspection. Level: 2 to 10 HP: Level x 15 Size: 2x2 to 3x3 squares Speed: 0 Standard actions: 2 (levels 2-5); 3 (levels 6-10) Skeleton crew: 1 Maximum crew/occupants: 5 x number of squares occupied

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Weapons available: 2 to 3, Small magical, Large magical, or Physical

Dwarven Space Fortress


Level: 12 HP: 150 Size: 5x5 squares Speed: 3 Standard actions: 8 Weapons available: 8, Small magical, Large magical, or Physical

Cruiser
These are probably the most common ship type in space, due to their extreme flexibility. They can fight, haul modest amounts of cargo, and host a few passengers. Most adventurers gravitate towards cruisers. Level: 3 to 7 HP: Level x 10 Speed: 6 Standard actions: 4 Size: 1x2 squares (levels 3-5) or 1x3 squares (levels 6-7) Skeleton crew: 1 (pilot) Maximum crew/occupants: Level x 2 Weapons available: 4, Melee or Small Magical

Terai City Ship


These living ships are made entirely of live wood, grown and warped into beautiful, swooping shapes that house hundreds of Terai and their attendants. Level: 15 HP: 200 Size: 10x10 squares Speed: 5 Standard actions: 8 Weapons available: 8, Large magical or Physical

Corvette
This medium-sized ship class can be used for anything. Some say it's mediocre in every respect; others say that it does nothing poorly. Level: 6 to 8 HP: Level x 10 Size: 1x3 squares Speed: 5 Standard actions: 5 Skeleton crew: 10 Maximum crew/occupants: Level x 2 + 10 Weapons available: 5, Melee or Large magical

Destroyer
Nobody wants to take on a destroyer in anything except another destroyer. Level: 9 to 10 HP: Level x 12 Size: 2x3 squares Speed: 4 Standard actions: 6 Skeleton crew: 25 Maximum crew/occupants: hundreds Weapons available: 6, Large magical or Physical

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The Weapons of Space

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The Weapons of Space


Craft capable of voidjumping can be outfitted with a wide range of weapons, each of which is separated by type and level.

Melee Weapons
These weapons can only be used within one or two squares of another ship, and thus are effectively melee by space standards.
Mechanical Saboteur Level 1 Small automatons leap from your ship to your enemy, attempting to sabotage it. HP 11; Bloodied 5 AC 15; Fortitude 13 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage. Saw Blade Level 2 Spinning saws are embedded in your ship, that do tremendous damage to adjacent ships. HP 20; Bloodied 10 AC 16; Fortitude 14 Spinning Saws of Death (standard; at-will) +7 vs. Reflex; 1d6+8 damage. Armed Horror Level 3 An arm attached to your ship reaches out and claws at enemies. HP 30; Bloodied 15 AC 17; Fortitude 15 Horror Claw (standard; at-will) +8 vs. AC; 1d6+4 damage. Grapeshot Cannon Level 4 Fires a burst of heavy balls. Devastating at short ranges. HP 40; Bloodied 20 AC 18; Fortitude 16 Grapeshot Blast (standard; at-will) Reach 2; +8 vs. AC; 1d8+6 damage. Ram Level 5 A serrated steel projection juts out from the front of your ship. HP 50; Bloodied 25 AC 19; Fortitude 17 Slam (standard; at-will) +10 vs. AC; 1d6+4 damage. Rip (standard; at-will) Targets a ship hit the previous turn by this ship's Slam attack. +12 vs. AC; 2d6+4 damage. Tentacles Your ship has tentacles. It's that simple. HP 60; Bloodied 30 AC 20; Fortitude 18 Tear to Pieces (standard; at-will) Reach 2; +10 vs. AC; 1d8+4 damage. Level 6

Smoke Grenade Launcher Level 3 Space fills with smoke, obscuring you from your enemies. HP 30; Bloodied 15 AC 18; Fortitude 16 Blast of Smoke (standard; at-will) Creates a burst 5 zone of smoke within 10. Anything in this zone is heavily obscured. The zone does not move with the ship. Pillar of Smoke (standard; at-will) Creates a rectangle of smoke 5 squares wide and 10 squares long (save ends), of which one edge must touch one edge of the ship. Anything in this zone is heavily obscured. The zone moves with the ship. Small Lightning Cannon Level 4 A small cannon fires a bolt of lightning at enemies. HP 40; Bloodied 20 AC 18; Fortitude 16 Lightning Strike (standard; at-will) Ranged 15; +9 vs. AC; 1d8 damage. Lightning Surge (standard; encounter) Ranged 15; +8 vs. Fortitude; 2d8 damage. On a successful hit, this weapon can take no actions until the end of your next turn. Goop Launcher Level 5 Launches orbs of goop at enemy ships. HP 50; Bloodied 25 AC 19; Fortitude 17 Goop Blast (standard; at-will) Ranged 15; +10 vs. AC; 1d8 damage. One weapon of your choice on the enemy's ship is disabled and cannot fire (save ends). Mage Amplification Cannon Level 6 Launches orbs of fire at enemy ships. HP 60; Bloodied 30 AC 20; Fortitude 18 Mage Attack (standard; at-will; recharge 5-6) One conscious creature on the ship may choose one of his or her at-will or encounter powers that has the Arcane keyword and is level 6 or lower. This power may be used against a ship. Any effects outside of the rules listed in Ship Combat Rules (p23) are ignored. Flame Cannon Level 8 Launches orbs of fire at enemy ships. HP 80; Bloodied 40 AC 22; Fortitude 20 Orb of Fire (standard; at-will) Ranged 15; +14 vs. AC; 1d8+2 radiant damage. Orbs of Fiery Death (standard; encounter) Targets up to 3 ships. Ranged 15; +14 vs. Fortitude; 2d8+4 fire damage, and ongoing 10 fire damage (save ends).

Large Magical Weapons


These weapons are suitable for any larger craft.
Lightning Blast Cannon Level 11 Fires a coiled blast of lightning at the enemy. HP 110; Bloodied 55 AC 25; Fortitude 23 Lightning Blast (standard; at-will) Ranged 20; +16 vs. AC; 1d8+6 lightning damage. Lightning Ball of Death (standard; encounter) Ranged 20; +15 vs. Fortitude; 2d8+6 damage. On a successful hit, this weapon can take no actions until the end of your next turn.

Small Magical Weapons


These weapons may have nearly as long a range as larger weapons, but won't do quite as much damage. Due to their compact size, however, they can fit on smaller craft like fighters and cruisers.

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Blinding Ray Level 13 A dish stores energy from the passing suns and blasts it at enemies. HP 130; Bloodied 65 AC 27; Fortitude 25 Ray (standard; at-will) Ranged 20; +18 vs. AC; 2d4+7 fire damage. Blinding Blast (standard; daily) Ranged 20; +19 vs. Fortitude; 3d8+8 radiant damage. On a successful hit, this weapon can take no actions until the end of your next turn. Shrieker Level 15 This strange, pulsating tube lets out a powerful scream that penetrates deep into your enemy's mind. HP 150; Bloodied 75 AC 29; Fortitude 27 Squeal (standard; at-will) Ranged 15; +20 vs. AC; 2d6 psychic damage. Psychic Shriek (standard; encounter) Ranged 20; +20 vs. Fortitude; 3d6+2 psychic damage. On a successful hit, this weapon can take no actions until the end of your next turn. Big Mage Amplification Cannon Level 16 Launches orbs of fire at enemy ships. HP 160; Bloodied 80 AC 30; Fortitude 28 Mage Attack (standard; at-will; recharge 5-6) One conscious creature on the ship may choose one of his or her at-will or encounter powers that has the Arcane keyword and is level 16 or lower. This power may be used against a ship. Any effects outside of the rules listed in Ship Combat Rules (p23) are ignored. Force Ray Level 21 A very large rod of force mounted on a swiveling platform. HP 180; Bloodied 90 AC 37; Fortitude 35 Blast of Force (standard; at-will) Ranged 15; +25 vs. AC; 3d6+2 force damage. Ray of Force (standard; encounter) Ranged 15; +23 vs. Fortitude; 2d6+2 force damage. Can be sustained as a standard action, but on each sustained turn, the enemy makes a saving throw at the end of its turn with a penalty equal to the captain's Constitution modifier. On a successful save, the ray of force ends.

Catapult Level 25 Launches a projectile on an arc. HP 250; Bloodied 125 AC 27; Fortitude 25 Fiiiiire! (standard; at-will) Ranged 20; +30 vs. AC; 2d4+10 damage. Acid Projectile (standard; at-will) +28 vs. Fortitude; 2d4+7 acid damage, and ongoing 10 acid damage (save ends). Flaming Projectile (standard; at-will) +28 vs. Fortitude; 2d4+7 fire damage, and ongoing 10 fire damage (save ends). Ballista Level 26 Very accurate even over long ranges, as it fires straight. Basically a huge crossbow. HP 130; Bloodied 65 AC 31; Fortitude 29 Let Loose! (standard; at-will) Ranged 30; +32 vs. AC; 3d6+8 damage. Acid-Tipped Arrow (standard; at-will) +30 vs. Fortitude; 2d6+10 acid damage, and ongoing 10 acid damage (save ends). Trebuchet Level 28 Not very accurate, medium range, but capable of massive damage. HP 130; Bloodied 65 AC 27; Fortitude 25 Missiles of Death (standard; at-will) Ranged 10; +35 vs. AC; 4d10+10 damage. Flaming Death (standard; encounter) Ranged 10; +35 vs. AC; 4d10 fire damage, and ongoing 20 fire damage (save ends).

Physical weapons
Because of their sheer bulk and the force they apply to a ship, ranged physical weapons can typically only be used on the largest of ships.
Cannon Level 23 Fires a ball or mortar using a combustible powder. HP 230; Bloodied 115 AC 28; Fortitude 26 Cannon Blast (standard; at-will) Ranged 20; +29 vs. AC; 3d6+2 damage.

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Organizations of the Void

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Organizations of the Void


The Terai Union
For better or worse, the Terai's incredible magical powers make them the largest power in space. Anything that would threaten multiple worlds eventually attracts the attention of the Terai, at which point they (or their envoys) permanently neutralize the problem. Unfortunately, the Terai are either too soft or too curious: they almost never intentionally kill. Instead, they will take neutralized offenders to secret prisons. Strange aberrations are subjected to various tests.
What's Up With the Terai? Are the Terai evil, creating a never-ending cycle of laboratory experiments unleashed on the public to scare them into line, then captured and re-engineered? Or are they naturally powerful scientists, intensely curious about the aberrations of space? Perhaps it's something in the middle. You can play them however you'd like, and it's most interesting to play all these angles. Each of these viewpointsand many others are undoubtedly held by many people.

middle years (by the high elves' standards, of course). Most bounty hunters have at least heard of her; she's the primary interface between the Terai and individual adventurers; if there's a job to be done, she's the one who finds the adventurers who'll get it done. She pays extremely well, though this is a doubleedged sword; she'll expect former clients to do her favors in the future. Behind her matronly charm is a spine of steel; she's amazingly adept at navigating Terai family politics, and will often let slip a fact confirming this. If a foolish young Terai noble attempts to get the better of her, the youngster learns better fast.

The Peacekeepers
Since nobody rules all of space, there's no official police force. The Peacekeepers are the closest thing we've got. Peacekeepers patrol most of known space, providing help to those in need. They have two major duties: 1. Prevent Piracy. They will intervene when any ship attacks another ship outside of a duel. Help The Distressed. If you're drifting in space because your Illumar died out, they'll give you a hand.

2.

Jennasi Terai
Jennasi Terai Level 22 Controller Medium humanoid XP 3,500 Initiative +14 Senses Perception +22; truesight 10 HP 152; Bloodied 76 AC 36; Fortitude 33, Reflex 34, Will 35 Resist 10 psychic Speed 6, teleport 4

If you're smart, you'll notice just how much those two duties don't cover. Peacekeeper's won't pursue thieves or murderersunless those thefts or murders were part of a pirate attack.
Peacekeeper Security Mook Level 3 Soldier Medium humanoid XP 150 Initiative +6 Senses Perception +0 HP 2 special; see mook ability AC 18; Fortitude 16, Reflex 15, Will 13 Speed 6

S TA NDA R D A C T I ON S

(B) Inside Your Mind (at-will) Attack: +29 vs. AC Hit: 1d10+5 damage plus 1d6 psychic damage, and the target is slowed (save ends). Mind Shock (at-will) Attack: Close burst 10; targets one enemy; +26 vs. Will Hit: 3d6+8 psychic damage, and the target takes a -2 penalty to attack rolls, skill checks, and ability checks (save ends).

TRAITS

Mook (see description) On a critical hit, the initiate is killed. Otherwise, the initiate only takes a maximum of 1 HP of damage per hit. Temporary HP works as normal.

M I NO R A C T I ON S

S TA NDA R D A C T I ON S

Bow to Me (usable only when no creature is affected by this power; at-will) Attack: Close burst 10; targets one enemy; +26 vs. Will Effect: Until the end of Jennasi's next turn, the target grants combat advantage to Jennasi, and Jennasi and her allies deal extra 5 psychic damage against the creature. Sustain Minor: The effect persists. Stay Right There (at-will) Attack: Ranged 10 Hit: +23 vs. Fortitude; the target is immobilized (save ends).

(B) Truncheon (at-will) Attack: +10 vs. AC Hit: 1d8+3 damage, Forceful Pin (at-will) Attack: +10 vs. Reflex Hit: the target is grabbed and stunned (save ends both).

M I NO R A C T I ON S

Group Tactics (at-will) If a peacekeeper adjacent to the peacekeeper security mook is hit by a creature adjacent to the peacekeeper security mook, this mook makes a free basic attack against the attacking creature.

Jennasi is a matronly woman who looks to be of

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The Peacekeepers's money and supplies come almost entirely from the Terai and various large dwarf mining groups, to keep pirates away from their concerns. Some say that the Terai are keeping the Peacekeepers around for some future grab at domination of space. Others point out that the Terai are practically there anyway. When the Peacekeepers do catch pirates, they'll generally be turned over to the Terai, who mete out punishments from whippings to incarceration on a penal colony.
Jeri Manastra Level 7 Soldier Medium humanoid XP 300 Initiative +8 Senses Perception +8 HP 80; Bloodied 40 AC 23; Fortitude 20, Reflex 18, Will 19 Speed 6

Blood Cult Initiate Level 4 Mook Skirmisher Medium natural humanoid XP 175 Initiative +8 Sense Perception +2 HP 56; Bloodied 28 AC 18; Fortitude 16, Reflex 15, Will 17 HP 2 special; see mook ability

TRAITS

TRAITS

Mook (see description) On a critical hit, the initiate is killed. Otherwise, the initiate only takes a maximum of 1 HP of damage per hit. Temporary HP works as normal. Bloodied Frenzy (usable only whiled bloodied; at-will) The blood cult initiate makes two cursed blade attacks. Death Curse (when the initiate is reduced to 0 HP; immediate reaction) Attack: +7 vs. Will Hit: 1d6 psychic damage Strength in Numbers A blood cult initiate's attacks deal 2 extra damage against any enemy that has two or more of the initiate's allies adjacent to it.

Crack Shot Jeri gains a +2 power bonus when attacking the enemy she hit in her previous turn.

S TA NDA R D A C T I ON S

S TA NDA R D A C T I ON S

(B) Stun Wand (at-will) Attack: +12 vs. AC Hit: 1d10+5 lightning damage, and the target is dazed (save ends), Stun Bolt (standard; at-will) Attack: Ranged 10; +12 vs. Reflex Hit: 2d4+6 damage,

Cultist's Blade (at-will) Attack: +9 vs. AC Hit: 1d6+2 damage, and the target is slowed (save ends) Words of Pain (encounter) Attack: +7 vs. Will Hit: 2d6+2 psychic damage Blood Cult Acolyte Level 8 Soldier Medium natural humanoid XP 350 Initiative +5 Senses Perception +6 HP 92; Bloodied 46 AC 23; Fortitude 20; Reflex 19, Will 21 Speed 6

The Cult of Blood


Space does strange things to people. The Cult of the Blood believes that in the beginning, there was only the void, and at the end, there will be only void. They further believe that the end of the universe is night, and it is their duty to see the universe end as quickly as possible. Fortunately, their strange religion requires them to move in strange ways. Unfortunately, this means that they are a more subtle evil than many, and thus can commit atrocities without fear of being noticed. The Cult of Blood has two major aims: Procure blood for their rituals. This usually requires capturing intelligent beings, and later draining their blood or otherwise ritually sacrificing them. Destroy at their gods' direction. Their gods give them weird directions, though.

T RA IT S

Bloodied Frenzy (usable only whiled bloodied; at-will) The blood cult acolyte makes two cultist's blade attacks. Death Curse (when the acolyte is reduced to 0 HP; immediate reaction) Attack: +11 vs. Will Hit: 1d10 psychic damage

S TA N DA RD A C T IO N S

Cultists of Blood are all marked with a brand on their chest, which is embellished and surrounded with further brands as their rank in the cult grows. Their blood magic is certainly real and powerful. While acolytes are mostly pushovers, a long-lived elder Cultist is a fearsome opponent.

Cultist's Blade (at-will) Attack: +16 vs. AC Hit: 1d8+6 damage, and the target is slowed (save ends) Cursed Blade (recharge 6) Attack: +16 vs. AC Hit: 2d8+6 damage Effect: The target is immobilized and takes ongoing 5 damage (save ends both). Each time the target takes the ongoing damage, any blood cultists adjacent to the target regain an equal number of hit points. Words of Pain (encounter) Attack: Close burst 2, +11 vs. Will Hit: 2d6+4 psychic damage Effect: The target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends).

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Blood Cult Bloodletter Level 12 Brute Medium natural humanoid XP 700 Initiative +10 Senses Perception +10 HP 150; Bloodied 75 AC 24; Fortitude 24; Reflex 23, Will 26 Speed 7

T RA IT S

Blood Cult Elder Level 22 Controller (Leader) Medium natural humanoid XP 4,150 Initiative +17 Senses Perception +20 HP 202; Bloodied 101 AC 36; Fortitude 32; Reflex 34, Will 35 Speed 8

T RA IT S

Bloodied Frenzy (usable only whiled bloodied; at-will) The blood cult acolyte makes two cultist's blade attacks. Death Curse (when the acolyte is reduced to 0 HP; immediate reaction) Attack: +14 vs. Will Hit: 2d6 psychic damage

S TA N DA RD A C T IO N S

Cultist's Blade (at-will) Attack: +15 vs. AC Hit: 1d10+6 damage, plus 1d10 damage when charging. Bloodletter's Charge (recharge 6) Attack: +15 vs. Fortitude Hit: 2d10+6 damage, plus 1d10 damage when charging. Effect: The target is slowed (save ends). Special: When charging, the bloodletter can use this power in place of a melee basic attack. Words of Pain (encounter) Attack: +13 vs. Will Hit: 3d10+6 psychic damage Effect: The target takes a -2 penalty to attack rolls, all defenses, and saving throws (save ends). Blood Cult Priestess Level 18 Artillery Medium natural humanoid XP 2,000 Initiative +13 Senses Perception +16 HP 135; Bloodied 67 AC 30; Fortitude 29; Reflex 30, Will 31 Speed 7

Bloodied Frenzy (usable only whiled bloodied; at-will) The blood cult acolyte makes two poisonous staff attacks. Death Curse (when the acolyte is reduced to 0 HP; immediate reaction) Attack: +26 vs. Will Hit: 1d10 psychic damage Fearsome Presence (while not bloodied) Any attack against the elder takes a -2 penalty to the attack roll.

S TA N DA RD A C T IO N S

Poisonous Staff (at-will) Attack: Reach 2; +27 vs. AC Hit: 1d10+8 damage plus 1d10 poison damage. Blood Curse (at-will) Attack: Ranged 10; +26 vs. Fortitude Hit: 2d10+8 poison damage, and the target is dazed until the end of the elder's next turn. Scream of Retribution (recharge 5-6) Attack: Close burst 5; targets enemies; +26 vs. Will Hit: 1d10+8 damage plus 1d10 psychic damage Effect: The target is weakened (save ends), and any blood cultist within the burst gains +5 temporary HP and a +2 bonus to attack rolls until the end of the elder's next turn. Miss: Half damage, and the effect occurs.

The Empire of Pain


The worlds of the Pain Empire are dark, brutal places of endless toil and pain. The Pain Lords favor cramped spaces and dcor filled with spines and spikes. They rule through pain and humiliation. Those who fail them are tortured in public. Worse, these tortures are rarely fatal, and the Pain Lords have mastered salves and potions that heal wounds quickly...so that more may be inflicted. For all this, the Pain Lords run a very productive empire. Pain is cheap, so elder Pain Lords don't own extravagant possessions, meaning that the wealth of the empire is diverted towards expansion: war ships and ever-expanding industrial hell-holes on many worlds. Those few Pain Lords who have left the Empire of Pain to become free adventurers put in a lot of effort to hide their origins. They favor the assassin, avenger, and fighter classes.
Playing the Empire of Pain The Lords and Ladies of Pain are pure evil, and are intended to be convenient all-bad villains. You can do whatever you want with them, but as written, there's nothing good about them. Beyond their evil, they can be used to tell very dark and gory stories, if your group is interested in that. The Empire can create creatures of nightmare, as sick as

T RA IT S

Bloodied Frenzy (usable only whiled bloodied; at-will) The blood cult acolyte makes two staff of power attacks. Death Curse (when the acolyte is reduced to 0 HP; immediate reaction) Attack: +24 vs. Will Hit: 2d8 psychic damage Time and Place Are Meaningless At the start of its turn, if the priestess is immobilized or restrained, the priestess may teleport up to 3 squares.

S TA N DA RD A C T IO N S

Staff of Power (at-will) Attack: Reach 2; +25 vs. AC Hit: 1d6+4 poison damage, and ongoing 10 poison damage (save ends). Tainting the Blood (at-will) Attack: Ranged 20; +23 vs. Fortitude Hit: 2d10+6 poison damage. Horrid Curse (recharges when first bloodied) Attack: Area burst 3 within 20; targets enemies; +23 vs. Will Hit: 2d8+6 psychic damage.

M IN O R A C T IO N S

Chilling the Blood (at-will) Attack: Ranged 5; +23 vs. Fortitude Hit: 1d6 damage. Effect: The target is knocked prone.

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you want to go. If you've ever wanted to run a Cthulhulike adventure, or full-scale space horror, this is your opportunity.

overwrought speeches and attacking before getting all his facts straight.
The Red Knight Level 11 Elite Brute Medium humanoid XP 1,200 Initiative +12 Senses Perception +5; darkvision HP 275; Bloodied 138 AC 23; Fortitude 23, Reflex 19, Will 24 Immune disease, poison, sleep Vulnerable 5 acid Speed 6 Action Points 1

The Drow Empire


The drow have been traversing space for eons, though their very nature makes it hard to pin down any specifics. Their empire is impressively vast. Escapees from drow slave-ships report large numbers of worlds never visited by normal space-faring races. How these are kept hiddenor whether they are simply in an unexplored part of spaceremains a mystery. The drow dislike getting their hands dirty, so they rule most of their worlds with light touches. Indeed, some drow worlds are relatively pleasant places to live and work, though this is always more a matter of neglect than benevolence. This began to change about 50 years ago, when a skirmish between several drow ships in the Davar Cluster escalated into a huge battle between whole fleets of drow ships. Only the drow know exactly what happened. In truth, a conservative faction called the Strength of the Web has arisen within the drow empire, pointing out that the drow have become decadent, slothful, and weak. While true, none of the other drow wanted to hear it. The Strength were initially dismissed as a group of a few extremists, but the Battle of Davar revealed that the Strength had brought many nobles to their cause. The battle was an attempt to wipe them out, and nearly did. However, the survivors became folk heroes among young drow, and turned the Strength of the Web into an ever-growing movement. As a result, the drow empire is now highly unstable and wracked with internal strife. Many of its secret worlds are looking for just the right moment to rebel.

S TA NDA R D A C T I ON S

(B) Lance of Retribution (at-will) Attack: Reach 2; +14 vs. AC Hit: 2d8+6 damage. Whirlwind Attack (at-will; recharges 4-6; can only be used while bloodied) Attack: Close burst 2; targets enemies; +13 vs. Fortitude Hit: 3d8 damage, and all of the Red Knight's allies within 5 squares gain 10 temporary hit points. Words of Bravery (encounter) Attack: Close burst 5; +13 vs. Will Hit: 3d8 psychic damage, and the target is dazed (save ends).

M I NO R A C T I ON S

Words of Assistance ( recharge 5-6) Effect: All allies within 10 squares gain 7 temporary HP. Running the League of the Circle The League of the Circle can be a group of noble freedom-fighters or an army of dangerous extremists. Is the League right? That depends on a few factors. Are mechanical men prone to going rogue without a control bolt? If the control bolt is basically a safety feature for a dangerous race, then it's justified (all other things being equal). On the other hand, how are mechanical men treated? If they are usually treated as disposable despite their sentience, then that's wrong in itself, control bolts or no. On the gripping hand, how extreme is the League in applying its beliefs? Even if mechanical men are treated poorly, if the League then condemns all free races, it's gone too far.

The League of the Circle


Most of the mechanical men who've gone rogue are part of the League of the Circle, a confederacy that fights for the freedom of all mechanical men and the destruction of all control bolts. The League idolizes the circle as an ideal of mathematical perfection, symbolizing the beauty that they see in pure conceptual ideals rather than that of, say, a flower or a tree.

Moradin's Hands
This colony of dwarves shows an unusual devotion to Moradin, holding elaborate ceremonies and performing long rituals in his name. They are fiercely protective of dwarven interests, and will suit up for battle if dwarves are threatened anywhere in known space. In fact, most people in space know Moradin's Hands as the fierce warriors who fight for dwarven interests, rather than their colony. The colony itself is a complex of five rocky asteroids, held together by towers that actually connect the asteroids into one large structure.

The Red Knight


This mysterious mechanical man leads the League of the Circle and crusades for the rights of all mechanical men everywhere. He is a dark-red humanoid who wears a cape and looks out on the universe with a single red eye. He's given towards

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The Fists of Moradin


One of Moradin's Hands' longest-surviving squads is the Fists of Moradin, led by the serious yet charismatic Cormac. His wife, Saolain, is the squad's cleric.
Cormac, Squad Leader Level 14 Controller Medium natural humanoid (dwarf) XP 1,000 Initiative +8 Senses Perception +8; darkvision HP 140; Bloodied 70 AC 28; Fortitude 26; Reflex 24; Will 25 Speed 5

Squad Member Level 11 Soldier Medium natural humanoid (dwarf) XP 600 Initiative +10 Senses Perception +9; darkvision HP 115; Bloodied 57 AC 28; Fortitude 24; Reflex 23; Will 23 Speed 5

S TA N DA RD A C T IO N S

S TA N DA RD A C T IO N S

Warhammer (at-will) Weapon Attack: +19 vs. AC Hit: 2d8+6 damage. Sweeping Blow (encounter) Weapon Cormac makes up to three warhammer attacks against different enemies.

M IN O R A C T IO N S

Axe (at-will) Weapon Attack: Reach 2; +18 vs. AC Hit: 1d12+7 damage. Hack and Slash (recharges when first bloodied) Weapon Attack: Reach 2; +17 vs. Fortitude Hit: 2d8+7 damage, and the squad member makes a secondary attack against the same target. Secondary Attack: Reach 2; +15 vs. Will Secondary Hit: 1d8+7 damage and the target is dazed (save ends) and knocked prone. Throwing Axe (at-will) Arcane Attack: Ranged 5/10; +16 vs. Reflex Hit: 1d8+5 damage, and the target is knocked prone.

Fearsome Words (recharge 5-6) Charm, Fear Attack: Ranged 10; +17 vs. Will Hit: The target takes 1d8 psychic damage and is immobilized (save ends). Saolain, Arcane Support Level 14 Artillery Medium natural humanoid (dwarf) XP 1,000 Initiative +12 Senses Perception +12; darkvision HP 120; Bloodied 60 AC 26; Fortitude 26; Reflex 24; Will 25 Speed 5

The Wings of Heaven (Trading Caravan)


Clan Triskellion operates the Wings of Heaven, a large trading concern, encompassing at least five fleets of various sizes. Each fleet is run by a different member of the family, each a smart and careful merchant. The Wings of Heaven has expanded slowly and steadily for decades. They're difficult targets for pirates: they maintain proper fighter escorts and travel mostly safe routes. However, the youngest member of the family, Cyllia Triskellion, is pushing the family towards riskier business. Her ships are now attempting runs through dangerous areas, stopping at lesstraveled worlds where she can get better prices and rare, more valuable merchandise. Pirates are beginning to notice this.

S TA N DA RD A C T IO N S

Battleaxe (at-will) Weapon Attack: +21 vs. AC Hit: 1d10+3 damage. Searing Bolt (at-will) Arcane Attack: Ranged 20; +21 vs. AC Hit: 2d8+6 fire damage. Miss: Half damage.

M IN O R A C T IO N S

Wall of Flame (recharge 3-6) Arcane Creates a wall 5, of which each square in the wall is at most 5 squares from Saolain. If a creature moves into or starts its turn within a square, it takes 1d6+1 fire damage. The wall lasts until the end of the encounter.

T R IG G E RE D A C T IO N S

Vanish (when first bloodied) Teleportation Effect: Saolain disappears, and no creatures have line of sight or line of effect to her. At the start of her next turn, Saolain appears within 10 squares of her previous space.

The Gang of Five


These five hunters ply the space lanes, searching for legendary monsters to kill. Tobio is a young boy who never smiles. Ragnarok is a hugely muscled half-orc monk. Talon is an assassin, clad all in gray. Hawke is a punk-haired teenager who carries six swords. Fist is a middle-aged man covered in bandages.

Clan Harran
The Clarran family holds the secret to breeding Illumars. Fortunately, the Terai keep an eye on them, and of course there's not much you can do with an

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Illumar without a ship. As a result, Illumars are not terribly expensive, but costly enough that getting one at a reasonable price often requires, well, deal-making. The Harran still wield enormous power, and are not a clan to be trifled with. They often hire adventurers to investigate clients and do a certain amount of dirty work.

Fayel Harran
A morbidly obese, pale, middle-aged human, Fayel often hires adventurers to further Clan Harran business. He usually holds those same adventurers in disdain as commoners, but he pays well and he honors his deals. He despises his sister Nirel, and sends his more trusted adventurers on jobs to unravel her large empire of pleasure worlds.

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Famous Places
The Academy
The Academy is a cluster of ten floating islands, each of which contains a number of beautiful, immaculate academic buildings. The Academy is the finest academic institution in known space, attracting the youth of the elite, as well as Peacekeepers being trained for higher positions. It's the best education money can buy outside of private tutors. The Academy has two main courses of study: military matters and the arcane. Students are expected to take classes in each side, but practically all of them focus heavily on one or the other, creating intense rivalries. While dorms must contain an equal number of students from each side, they invariably self-organize so that each side stays in its own half of the dorm. The military side offers intense combat training and instruction on strategy, tactics, weaponry, and command. The arcane side offers an array of courses wide enough to satisfy any curiosity, though study of necromantic and other dark arts is prohibited. (Some say it happens anyway.) Adventurers often find themselves at the Academy, between strange student experiments in the arcane, stunts perpetrated by bored noble teenagers, and the baffling experiments of senior professors.
Adventure Seeds Students in an all-female dorm in The Academy are complaining of a ghost re-arranging their belongings in the night. Is this a school prank? An actual spirit? Or is somebody searching for something? Professor Pashassa has been studying horrific slime creatures that appear for split-seconds in odd corners of the void. He's succeeded in not only causing them to appear, but remaining trapped in glass tubes in his laboratory. Today, one of them escaped. And it has tentacles. And it's ten feet long.

going in and out of it at all hours, traffic control can get a little frazzled. Interrogation rooms come in two flavors: basic and luxury. Basic rooms are for run-of-the-mill crooks, and are usually simple affairs containing a few wooden chairs and an old table. Be careful, though: the entire room is enchanted with a truthtelling spell; every creature who enters must make a Hard DC Bluff check or speak the truth until they leave the room. On the other hand, the same applies to the Peacekeepers. Luxury interrogation rooms are for high mucketymucks who've found themselves on the wrong end of a heist. These may be expensive to the point of ridiculousnessrich fabrics, highly-polished materialsbut the result is the same. Everyone who comes in is still interviewed by a Peacekeeper, with everyone under the influence of the truthtelling spell. It's just more polite.
An Adventure Seed The Peacekeepers have a warrant out for a party member, accusing him or her of a crime he or she did not commit. The entire party is taken to the Bastion, where they are interrogated in sequence by a sour, burly Peacekeeper named Sten, but each is asked about completely different events.

The Graves
Nobody knows when pirates took over this old dumping ground for ships, but it was a brilliant move on their part. They can meet in whatever numbers they like, and if a noisy ship should jump in, they can all just go silent and blend in with the wrecks. It's said they keep a few Tanglers (p7) locked in a huge destroyer's hulk, which they can unleash on anyone unlucky enough to find them.

Gutrot
Gutrot is the most famous dive in known space. A small planetoid covered in lush jungle, its natural resources include gems and strange creatures. Gutrot itself is a fortified city that squats on a cliff overlooking a waterfall. Several dozen floating islands hover over Gutrot as well. The planetoid brings in such riches that the mayor, Loran Polyp, turns a blind eye to the large population of pirates and cutthroats who stop over here for weeks or months at a time. He also ignores the blatant exploitation of the native small humanoids, the liskids. Dozens of bars prosper in Gutrot, but the most infamous is the Lusty Wench, a near-constant riot of all the lowest types in space. Its proprietor, the heavily-scarred dwarf Scumbeard, knows all the rumors.

The Bastion of Peace


Say what you will about the Peacekeepersand everyone doesbut their HQ is a thing of beauty. It's a massive complex, state-of-the-art, efficiently run, and beautiful to boot. Unless you're a Peacekeeper yourself, you'll probably only ever see two places at the Bastion: the dock and an interrogation room. The dock sits in the center of the Bastion, and it's where every Peacekeeper ship stops. The dock is a huge, multi-level complex that can easily hold two hundred cruisers. Unfortunately, with all the ships

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Nexus
Founded many generations ago as a set of artificial islands surrounding a tiny sun, the city-world of Nexus has grown to completely surround its star, forming the largest city in known space. Nexus is a dual-hulled, rough sphere fifty miles in diameter, enclosing a very small, very weak sun. The inhabitants walk on the inside of the sphere, which they call the Light, and look up towards the star overhead and the other side of the sphere. Beneath their feet lies another level, the Dark, which contains all the houses and homes of Nexus's inhabitants. About half of the inner surface of Nexus is devoted to farming, divided into three zones. The rest of it consists of stores, bazaars, marketplaces, and any other conceivable type of mercantile business. Nexites work in the Light, then descend to the Dark, working in shifts so that the shops never close. The World of Dark is not a quiet place; it has plenty of its own night life between its casinos, clubs, and brothels.
Adventure Seeds The party acquires an item which cannot be identified except by a particular expert on the Light in Nexus. Upon arriving, they are first told that she's died, but further investigation reveals that she faked her own death and is hiding in the Dark. The party is hired to deliver a gift to Terrol, a noble youth who's partying away his inheritance in the Dark. The party arrives to find him in deep with organized crime, to the point that he offers the party as a bounty to his masters to cover his debts!

The Web
Woe be the adventurers who attempt a shortcut and find themselves in The Web. The entire black space is filled with strands of thick webbing, all of which are maintained by the colony of void spiders that live here. Caught in the web are hundreds of ships, from small skiffs all the way up to at least one dilapidated Terai city-ship. Since the void spiders care only for the meaty creatures who crew the ships, incredible amounts of treasure lay scattered throughout the wrecks of The Web. In fact, this is what keeps the spiders fed: adventurers who attempt to sneak into The Web and loot it. Escape is rare, especially if the newcomers attract the attention of the void spiders' massive, cruiser-sized queen.

The Terai City-Ship Solitude


The most beautiful ship in the Terai fleet, the Solitude is a beautiful structure of sweeping wooden trusses and gardens.

The Warren
Decades ago, the dwarves of the Warren had a thriving trade in the magical minerals they mined from the Warren's rock. But the dwarves grew vicious and gave way to infighting. A full-scale riot ensued, and the survivors eventually fled to the upper levels of the Warren. They now concentrate on the dwindling riches of the asteroid's upper crust. The deeper they dig, the more they speak of half-heard voices and the uneasy feeling of being watched. A strong tension has sprung up between the conservative dwarven council, who wants to leave the lower mines alone, and hot-headed young dwarves who worry about the rapidly approaching the end of the upper mines' resources.

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The Starfire Cluster


The Starfire Cluster is a collection of worlds that can easily serve as a starting point for adventure.

expand through conquest, particularly of Berethan.

Velsant, The Halo World


Velsant's planet is always an awe-inspiring sight due to the radiant, rainbow-colored cloud that surrounds it and its weak sun. The entire space is filled with this cloud, called the Halo, which indeed gives both sun and world an angelic halo when viewed from afar. The Halo is new. Ten years ago, a pack of rebels performed a powerful ritual while the Velsantian royal family orbited their worlds' sun for a festival. The ritual went out of control, summoning elementals that ripped vast swaths of magical energy out of the sun, forming the Halo. A massive battle ensued in which these elementals were destroyed (barely), and desperate sorcery returned the sun close enough to its former brightness to keep Velsant alive. The Halo makes travel to and from Velsant a tough job; the cloud forms currents and strong forces that buffet ships moving through it. Velsantian merchants are only now starting to map the least dangerous routes through the Halo, though even these shift as weeks pass. If you can get to Velsant, you'll find a vibrant world, full of resources, industry, and trade. The riots and anarchy that followed the royals' death has been replaced with a desire for prosperity. However, Velsant's large city, Varnex, still has no central leader. The primary contenders for Velsant's leadership are: Ho Rastan, the most powerful merchant in the city. He made his name trading native Velsant leather-works off-world, and since the disaster has been one of the few who's managed to keep up trade with Grendax. He's even expanded into the jelly and silk trades. Moreover, he's been secretly making deals with Grendax's Emperor Damsha IX who's been loaning Ho troops in return for more favorable trading terms. Maryen Mentu, a sorcerer who formed a citizen's militia in the weeks following the royal family's death. She claims to want no formal control over Velsant, but her levelheaded attitude make her a popular choice. Her forces still patrol the streets and keep it relatively safe, at least during the day. Anraculd, an eladrin noble who has the ear of most of the surviving noble houses. Unknown to most of them, Anraculd is a vampire who seeks to make Velsant into a stronghold for Vecna.

Hyrantar, Samurai World of Choking Vines


Floating serenely near the center of its space, Hyrantar appears to be a garden world. Thick green forests and small, cobalt blue lakes cover its surface. The reality is less serene. Its inhabitantsmostly elveshave organized into a strict, hereditary society of peasants, servants, merchants, warriors, and lords. Two hundred years ago, the warring states were united by a ruthless warlord, Karamorita I. He was a surprisingly effective leader of peace, establishing a strong government with significant local autonomy for each lord. Despite a few short rebellions, Hyrantar has seen peace for four generations. This may be ending soon. The current High Lord, Itou Karamorita V, is a commanding man paranoid about losing power. He has enacted a number of unpopular laws, including usurious taxes and forced conscription. His right-hand man is Daisu Masazu, a wizard with dark powers who has been conscripting peasants into work on a large, secretive project for several years. The wizard Daisu actually has two goals: make Itou Karamorita V immortal, and construct an undying army with none of the weaknesses of the undead. He has ordered a number of raids on Berethan for magical gems that would aid in his research, but both projects have proved mostly fruitless. He's managed to hide his poor progress from Itou so far, but he's becoming desperate. Itou's vice-like grip on his people, combined with their fear of Daisu's experiments, has led to the creation of a strong underground movement to topple Itou from the throne. This nascent revolution is led by a spirited young warrior named Tobio Sasugawa, who has gathered over two hundred warriors and would-be fighters to his cause. Hyrantar has three main exports: the ivy leaves and thorns grown in its thick forests, which are important spell components for the priestesses of Grendax; and its unparalleled swords, which are highly prized by Grendax's paladins. Despite its steady flow of exports, Hyrantar imports essentially nothing from any other world, keeping itself tightly controlled. It prefers to

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Tetisherit, the Tiefling ranger who oversees harvesting of the silk and purifying jelly that are so important to Velsant's trade. Tetisherit's fierce love for Velsant's natural beauty has made her another popular heroine. Conall, Tetisherit's lover and right-hand man. He sees the dangers of letting Ho or Anraculd take power, and actively finds ways to push Tetisherit into Varnex's politics. He's been known to engage in underhanded dealings to position Tetisherit more favorably.

Berethan, The Graveyard


Boshan was torn apart and Velsant smothered by its Halo. Berethan was overcome by plague two decades ago. There are many rumors about its origin, but the result was the same: 90% of Berethan's population died in under 5 years. But Berethan's caves still hide many important magical gems that are used by the warriors of Hyrantar and the paladins of Grendax. Not long after the plague, Hyrantar's lords and Grendax's emperor began steady raids of Berethan's natural plunder. Twenty years ago, a druid rose to challenge them: Shana of the Wilds, who organized the few remaining able-bodied men into patrols who watched the skies and sabotaged encroaching voidjumpers. Berethan's population is now beginning to stabilize into a flourishing civilization within cities still vastly larger than needed. Shana is still their unquestioned leader, but their society is now growing much too large for her to manage. She is training lieutenants to manage each of the five largest communities on Berethan, but some worry that her fierce but fair approach will translate poorly onto her lieutenants. Shana's worries have made her slightly paranoid, and she now hires adventurers to find magical artifacts left in the ruins of Berethan after the plague. She seeks anything that will give Berethan's civilization a push in the right direction. And despite Shana's best efforts, ships from Hyrantar and Grendax still manage to loot large numbers of gems from out-of-the-way caves. If either empire put more effort into its raids, they could quickly upset the balance of power.

Velsant's major exports include: A leather made from a native herd beast. This leather is both strong and pliable. Beautiful silks, harvested from worms that live deep in Velsant's forests. A special purifying jelly made from liquids found only in Velsant's swamps. This jelly is used to purify the body for religious rituals on Grendax, and can be used as a poultice to ease pain. The jelly takes over a month to produce, and thus is very expensive. Beautiful objects of art. Before the Halo disaster, Velsant's society was rich to the point of decadence, and produced huge numbers of paintings and sculptures. These are still collected and prized today, especially with Velsant's now remote and austere culture.

Boshan, The Shattered World


Boshan is a grim place, full of what at first appear to be asteroids. They are actually shattered pieces of a world, destroyed centuries ago when wizards fighting a desperate war attempted to tap into their world's primal magical essence. Their attempts to bind magic to puny mortal bodies not only killed them, but caused that magic to tear the planet apart. Its shattered remains are even now still cooling in the emptiness of space, even so long after the world exploded. The rich ores and crystals thus exposed are now heavily mined by several hundred immigrant miners for Grendax. While a few of Boshan's larger pieces are warm enough to be barely habitable, life here is very hard. The miners are grumbling, and a few outbreaks of violence has led to the creation of a garrison on Boshan's primary splinter, Tora. The most vocal rebel is Gil, who frequently clashes with the harsh Master of the Guard, Major Duncan.

Orstikel of the Forever Wars


Orstikel is a world full of lush forests, but its beauty belies its savagery. Three primitive tribes fight to the death beneath the canopy of its leaves. The blood orcs are simply xenophobic, and their strength and size make them formidable opponents. Their primitive society focuses on worship of Gruumsh, and their almost inbred belief that all other sentient races deserve only to be crushed or enslaved. The blood orcs are led by the fierce and cunning Tarl, who is probably the smartest orc in the tribe. He rules the tribe without question, and the other orcs give him begrudging respect, but his intelligence actually works against him. Some of his tactics have won battles but appeared to be cowardly. If anyone would challenge Tarl, none would come to their leader's aid.

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The shifters trust nobody. Since they already tend towards solitude, shifters are trapped between the humans who fear them and the orcs who just want more skulls to smash. This is not helped by the shifter's current alpha, Kith. Kith is a former human (more on that below) who was terribly mistreated when she hit puberty and showed signs of becoming a shifter. She was abandoned in the woods, and found herself welcomed by the shifter tribe. She now hates all non-shifters violently, and while she does not actively campaign for it, she would see the extinction of both humans and blood orcs as fitting. The humans fear both the orcs and the shifters. The orcs are simply evil and destructive. Human society is rigid and conservative, and sees shifters as bizarre perversions of the human form. In this case, they're more right than wrong. The shifters of Orstikel were born from dark magic rituals intended to imbue humans with strong canine and feline abilities. The shifters were the result. Of course, today's shifters are generations removed from those dark acts, but the taint of their strange creation still causes chills to humans. Worse, one in twenty humans become shifters during puberty. The humans have another secret, which is wound up in their leader, Moro. He appeared among them ten years ago, claiming to be an emissary of the gods, and showing off tremendous feats of magic none had ever seen before. He quickly strengthened the failing human tribe into a razorsharp fighting force. However, for the past few years he's been sending some of his best warriors on a long pilgrimage, from which none have yet returned. This pilgrimage actually puts them on a ship to Berethan, and Moro's sister Shana. Moro was sent here a decade ago to gather troops for Shana's desperate fights against invading ships. Some are beginning to question the wisdom of Moro's enforced pilgrimages. Moreover, Moro is a charismatic chief, but not the quickest wit. This could easily unravel his leadership. Very few people bother to visit Orstikel, so outsiders are treated as either angels or devils.

attending hours-long services every week in the many temples of Grenalla, and observing dozens of feasts and fasts throughout the year. They are led through their observances by the priests and priestesses of Grendax, who are themselves led by High Priestess Oliana. She is a thoughtful, severe woman in her mid-forties who behaves in absolute obedience to her faith. She primarily worships Erathis. Grendax is ruled by the paranoid Emperor Damsha IX. This paranoia actually comes from a good place; he wants to keep Grendax's society growing and prosperous, and he sees dangers everywhere. He's particularly worried about the power of Grendax's priesthood, though he's too religious to do anything about it yet. Worse, Damsha is in his fifties, and neither of his three wives has produced an heir. One of Damsha's greatest fears is the warrior culture of Hyrantar. If those warriors begin eyeing the prosperous Grendax as a prize to be won, Grendax would be hard-pressed to push them back. The Grendax priesthood uses magic every day, but are focused on mundane rituals of everyday life, not battle. One reason for these strong religious beliefs is the Spire, a twenty-meter-tall green crystal that stands embedded in the center of Grenalla. It imbues Grendax with tremendous magical power, so much so that most natives can perform minor magical spells as a matter of course. Nobody knows exactly what the Spire is for, but tremendous amounts of research surround it. Small, magical gems do resonate with the Spire, and that's the best lead that the priesthood has. Oliana's one request of Damsha has been more gems to unlock the secrets of the Spire. Damsha has been ordering his country's raids on Berethan and constant mining of Boshan. Grendax was once a strong trading partner with Velsant, and Grendax merchants get a hefty tax discount on goods bought from Velsant. As a result, Velsant is the hottest market for Grendax merchants at the moment.

Grendax, The Research Center


Grendax is the shining jewel of the Starfire Cluster. A small world, Grendax supports a few dozen towns and cities, all feeding into its vast capitol, Grenalla. Anyone who's anyone lives and works in Grenalla. The people of Grendax are highly religious,

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Voidjumpers of Space, Evolved Release


Adventure Seeds

The Starfire Cluster

41

The party is called to Boshan to either put down the revolution, or to help it. Shana hires adventurers to find an ancient crystal eye that can see approaching ships. This eye lies at the bottom of a dungeon on Berethan. One of Damsha's military leaders hires the adventurers to find and destroy a base that Hyrantar warriors are building on Berethan. Damsha suspects that this base is a staging ground for an attack on Grendax. Moro hires the adventurers to help carry out a big raid on a shifter or blood orc settlement. The players discover that the Spire on Grendax is an ancient artifact that can be used to raise a god back to life. They learn this just after a cult devoted to a particularly nasty god discovers the same thing.

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Encounters in Space

42

Encounters in Space
This is a set of pre-defined ship-to-ship encounters, suitable as challenges for different levels of voidjumpers.

One-on-One
The players are asked to deliver a Maguffin1 to a relative on the tiny garden world of Neralle. As they pass the planet's moon, a battered cruiser pulls around the moon's other side, streaking towards the players' ship and firing all its weapons. Turns out the Maguffin is a confession of love from a wealthy suitor, whose rival has hired the enemy ship to ensure the Maguffin never arrives.

Mechanical Eye (2) Level 5 A large eye leaps from your ship and hovers some distance from it, unleashing deadly rays at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17, Reflex 15, Will 15 Speed 7 Radiant Beam (standard; at-will) +9 vs. AC; 1d8+2 radiant damage. Sweep of Light (standard; encounter) Burst 5; +9 vs. AC; 1d8+2 radiant damage. Bloody Explosion (standard; daily) The eye explodes. Burst 3, +9 vs. Reflex; 1d8+2 acid damage. The eye cannot be used until a new one is grown overnight.

Escort Duties
The players are hired to destroy a small convoy. The convoy could be a merchant's rival, kidnappers, or pirates. The convoy consists of one heavy freighter and 3 fighters.

Death's Eye (Cruiser)


Level: HP: AC: Fortitude: Reflex: Will: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 5 50 (Bloodied 25) 19 17 15 15 1x2 squares 6 4 1 (pilot) 4 10

Heavy Hauler (Heavy Freighter)


Level: HP: AC: Fortitude: Size: Speed: Actions: Skeleton crew: Max crew: Max occupants: 5 110 (Bloodied 55) 19 17 2x4 squares 4 3 1 5 80

Crossbow Level 3 Launches a large, metal-tipped bolt at an enemy. HP 40; Bloodied 20 AC 18; Fortitude 16, Reflex 15, Will 15 Launch Bolt (standard; at-will) Ranged 15; +9 vs. AC; 1d8+2 damage. Flaming Bolt (standard; at-will) Ranged 15; +9 vs. AC; 1d8 fire damage, and 2 ongoing fire damage. Flame Cannon Level 5 Launches orbs of fire at enemy ships. HP 50; Bloodied 25 AC 19; Fortitude 17, Reflex 15, Will 15 Orb of Fire (standard; at-will) Ranged 15; +14 vs. AC; 1d8+2 radiant damage. Orbs of Fiery Death (standard; encounter) Targets up to 3 ships. Ranged 15; +14 vs. Fortitude; 2d8+4 fire damage, and ongoing 10 fire damage (save ends).

Mechanical Saboteur Level 5 Small automatons leap from your ship to your enemy, attempting to sabotage it. HP 11; Bloodied 5 AC 15; Fortitude 13 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage. Eye of the Beholder Level 5 A large eye leaps from your ship and hovers some distance from it, unleashing deadly rays at enemies. HP 50; Bloodied 25 AC 19; Fortitude 17 Speed 7 Radiant Beam (standard; at-will) +9 vs. AC; 1d8+2 radiant damage. Telekinesis (standard; at-will) +9 vs. AC; 1d8+2 force damage. Bloody Explosion (standard; daily) The eye explodes. Burst 3, +9 vs. Reflex; 1d8+2 acid damage.

A Maguffin is a central item of interest that the heroes must protect and transport, regardless of the item's actual worldly value. Maguffins show up an awful lot in role-playing games.

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Encounters in Space

43

Kaiken (Fighter)
Level: HP: AC: Fortitude: Size: Speed: Actions: Max crew: 5 45 (Bloodied 22) 19 17 1 square 8 1 2 Level 5

Flame Bolter A bolt of flame leaps across the blackness. HP 50; Bloodied 25 AC 19; Fortitude 17 Launch Automatons (standard; at-will) +9 vs. AC; 1d8+2 damage.

Guards! Guards!
The players are asked to deliver a Maguffin to the large garden world of Wellsar. They approach a guard station and are boarded for a routine inspection...and discover that contraband has been planted on their ship.

Crossing the Line


The players find themselves on the wrong side of a gambler's empire. He's sent a gang of thugs after the PCs. The gang consists of 3 stilettos and 2 brute fists.

A Real Challenge
The players are asked to deliver a Maguffin to the rebels on a struggling planetoid named Manesk. The ruling empire is trying to smash the rebellion, but are supposedly thin on space ships. The players arrive near Manesk to discover that the empire has received aid from a nearby empire, which has provided a corvette to blockade the world. The players must sneak past it, or fight it.

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Adventure Ideas

44

Adventure Ideas
Slaves of the Pain Lords
Mid Heroic Tier, Thriller Rated R (sadism) The players are captured by the Pain Lords and must escape!

Dirk was a guard-for-hire. In the tavern, he bragged about the women he'd bedded. Here in the cell, his voice shakes as he asks, How are we going to get out of this?
Dirk Level 2 Skirmisher Medium humanoid Initiative +5 Senses Perception +1 HP 38; Bloodied 18 AC 16; Fortitude 12, Reflex 14, Will 12 Speed 6

The Hook
The party relaxes in a small tavern in a small, outof-the-way town in the wilderness. A roar breaks the stillness. The party runs outside to see a massive wooden ship descend from the sky. From the curved sides of the ship, hatches spring open and chains descend to the ground below. Cruel-looking soldiers slide down the chains and throw nets at anyone nearby. As soon as the nets touch the party, every person is overcome with weakness and fall to the earth. All goes black. The party awakes in a large cell, bound with manacles and chained loosely to each other and the wall. The entire spherical stone cell reverberates with an ominous thrum. Through a small window, they can see only blackness and tiny specks of light streaming past. They are now flying through the stars!

TRAITS

Pressing the Advantage (while flanking) While Dirk is flanking an enemy, he deals an extra 1d6 damage on any attacks against the enemy he flanks.

S TA NDA R D A C T I ON S

(BW) Mace (standard; at-will) Attack: +4 vs. AC Hit: 1d8+1 damage. Fists of Fury (standard; at-will) Attack: +6 vs. AC Hit: 1d4+3 damage. Raging Blow (standard; encounter) Attack: +4 vs. AC Hit: 1d8+3 damage, and the target is dazed until the end of Dirk's next turn.

In Walks the Pit Lord


The door to the cell opens and in strides a bald humanoid with tapered ears, his skin a pale blue. He wears a tight leather shirt and breeches, his legs are covered with linen strips, and his sandals are studded with razor-sharp pins. This man, the Pit Lord, stops just inside the doorway, standing so that none of the party can reach him. He squeals with laughter and says, You look like strapping slaves! You will be excellent sport against the Beast!

Companions
Chained to the party are two other unlucky denizens of the tavern. Teela is a young elf ranger, less than a year into her adulthood and inexperienced. She has a firm spine, though.
Teela Level 3 Elf Artillery Medium humanoid Initiative +6 Senses Perception +12; low-light HP 35; Bloodied 17 AC 16; Fortitude 12, Reflex 14, Will 13 Speed 7; see also nimble step

The Pit Lord in a Nutshell


Archetype: Slave driver Actors to imitate: Malcolm McDowell (young), Alec Baldwin Behaviors: Stand tall, smile cruelly, make wide gestures. Goals: Demoralize the party. Remember, you've seen many adventuring parties before, answering nobly before being ripped to shreds by the Beast. What he'll say: The Pit Lord will brag about how easy it was to subdue the party, and will hint at more powerful items besides their hunting nets. He will speak of the many other adventuring parties he's captured, and of their grisly deaths. He will also brag about the Pain Lords: their vast planetary empire, their millions of slaves, and their cruel methods. He will even talk about the Pain Lords' religion of pain, and show them his reward for being promoted to Pit Lord by unwrapping the linens

TRAITS

Elven Accuracy (free; encounter) Teela can re-roll an attack roll. She must use the second roll, even if it's lower.

S TA NDA R D A C T I ON S

(BW) Short Sword (at-will) Attack: +6 vs. AC Hit: 1d6+5 damage. Long Bow (at-will) Attack: Ranged 20/40; +8 vs. AC Hit: 1d10+4 damage. If Teela did not take a move action last turn, the attack is +10 vs. AC.

M OV E A C T I ON S

Nimble Step (at-will) Teela ignores difficult terrain when shifting.

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around his legs, which are horribly burned. It is clear to everyone that walking must be agony for him, but he betrays no emotion about it, and readily agrees that he is in tremendous pain.

Pain Lord Thug Level 5 Minion Soldier Medium humanoid HP 1 Initiative +8 AC 20; Fortitude 16, Reflex 18, Will 16 Perception +4 Speed 6 Low-light

Encounter 1: The Pit of the Pain Lords


Several more blue-skinned, leather-clad humanoids clamber in and throw nets over the party. They awaken to a horn blast. They stand in the middle of a sand-covered arena, on the deck of a massive sailing ship that is flying through the inky blackness of space. A fifteen-foot wall of wooden spikes has been set up around the arena, and scores of these blue-skinned humanoids stand (obviously supported by platforms) behind the wall, leering at the party. A snarl rips through the air. From above, a bundle of fur and talons is released from some rigging and lands near the party.
The Beast of the Pit Level 5 Elite Brute Large aberrant XP 400 Initiative +5 Senses Perception +3 HP 80; Bloodied 40 AC 22; Fortitude 22, Reflex 18, Will 20 Resist 5 acid, 5 poison Speed 6 Saving Throws +2 Action Points 1

S TA NDA R D A C T I ON S

(BW) Sword (at-will) Attack: +12 vs. AC Hit: 5 damage (7 on targets that are prone)

M I NO R A C T I ON S

Trip (at-will) Attack: +10 vs. Reflex Hit: 3 damage, and the target is knocked prone.

There should be twice as many thugs as players, and the thugs should be about the party's level. To adjust to the party's level, add to or subtract from the thugs' defenses and attacks one point per level, and one point of damage per level.
Weakened Pain Lady Level 8 Artillery Medium humanoid XP 350 Initiative +5 Senses Perception +4 HP 55; Bloodied 27 AC 20; Fortitude 21; Reflex 19; Will 19 Vulnerable 5 radiant Speed 6

S TA NDA R D A C T I ON S

S TA NDA R D A C T I ON S

(B) Tentacle Lash (at-will) Attack: Reach 2; +10 vs. AC Hit: 2d6+6 damage. Tentacle Throw (at-will) Attack: Reach 2; +8 vs. Reflex Hit: 2d6+6 damage and the target is pushed up to 4 squares. Spout of Acid (at-will) Attack: Ranged 5; +10 vs. AC Hit: 1d8+8 acid damage.

(BW) Spiked Flail (at-will) Attack: +13 vs. AC Hit: 2d8+7 damage. Embrace of Thorns (encounter) Attack: +10 vs. Reflex Hit: 2d8+15 damage, and the target is restrained. Effect: While the target is restrained by the Pain Lady, it takes 10 damage at the start of its turn. Rod of Searing Light (at-will) Attack: Ranged 10; +11 vs. Reflex Hit: 2d8+10 radiant damage.

T R I G G E R E D A C T I ON S

Echoes of Pain (immediate reaction) Trigger: The Pain Lady is hit by an attack Effect: The attacker receives 1d6 psychic damage.

M I NO R A C T I ON S

Crush (at-will) Attack: Targets a creature hit by the beast's tentacle lash this turn; +10 vs. Reflex Hit: 2d6+4 damage. Poison Belch (encounter) Attack: Close burst 3; +8 vs. Fortitude Hit: 2d6+7 damage.

The Pain Lady should be about 3 levels above the party. To adjust to the party's level, add to or subtract from the Pain Lady's defenses and attacks one point per level, and two points of damage per level.

Encounter 3: Facing Down the Pit Lord


The players now race to the bridge in an attempt to take control of the ship's Illumar. The Pit Lord and the remainder of the crew wait for them.

The Beast of the Pit should be about the party's level. To adjust to the party's level, add to or subtract from the Beast's defenses and attacks one point per level, and two points of damage per level.

Encounter 2: Backlash
As the Beast dies, it reels backwards into the wooden wall, smashing a section wide enough for the party to leap through. A few guards fortunately without nets, but directed by a weakened Pain Ladyattempt to stop the party.

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46

Pit Lord Level 5 Elite Soldier Medium humanoid XP 250 HP 125; Bloodied 62 Initiative +6 AC 21; Fortitude 19, Reflex 16, Will 17 Perception +2 Speed 5 Saving Throws +2; Action Points 1

is the only excitement he's likely to see for another decade.

Encounter 2: The Hunting Party


The players encounter a ghostly hunting party, complete with baying hounds, which sets upon them.

TRAITS

Inspiring Presence All bridge crew within 5 squares of the Pit Lord gain a +2 bonus on Will and Fortitude saves.

S TA N DA RD A C T IO N S

(BW) Spiked Flail (at-will) Attack: Melee (one creature): +10 vs. AC Hit: 1d10+8 damage Flail of Flame (at-will; recharge 5-6) Attack: Close blast 5 (enemies in the blast); +8 vs. Reflex Hit: 2d6+7 fire damage, and the target is dazed (save ends).

Encounter 3: The Guardians of the Hall


The hall itself is guarded by a phalanx of spectral soldiers.

Encounter 4: Party Hard


Inside the hall is a constant, jubilant party, full of wine and wenching. The humanoids here are corporeal, but reveal themselves to be reborn warriors. They find the adventurers amusingand might even accept them as comradesbut will happily attack as soon as the PCs drop so much as a hint about the Maguffin. If questioned, all will agree that they haven't seen their god for as long as they can remember (which, in fairness, is a few weeks at most).

T R IG G E RE D A C T IO N S

Nasty Shove (at-will) Trigger: An enemy enters a square adjacent to the Pit Lord Attack (opportunity): Melee 1 (triggering enemy): +9 vs. Reflex Effect: The target is pushed 1 square and takes 1d4 psychic damage. Bridge Crew Level 5 Mook Lurker Medium natural humanoid XP 75 HP 2 special; see mook ability Initiative +7 AC 20, Fortitude 18, Reflex 17, Will 16 Perception +5 Speed 6 See also the Pit Lord's Inspiring Presence.

Encounter 5: The Dead God


Their god died centuries ago. Beyond the revelry, the holy of holies is no more than a dusty chamber, which holds the Maguffin. Little does the party know that the Maguffin is a secret phylactery for the dead god, and that retrieving it will alert the god's scattered cultists and set in motion the god's eventual resurrection. But that's another adventure.

TRAITS

Mook (see description) On a critical hit, the initiate is killed. Otherwise, the initiate only takes a maximum of 1 HP of damage per hit. Temporary HP works as normal. Hitting 'Em While They're Down A member of the bridge crew gains +2 on attacks against creatures hit by the Pit Lord on its previous turn.

S TA NDA R D A C T I ON S

(B) Wrench to the Face (at-will) Attack: Melee 1 (one creature); +10 vs. AC Hit: 5 damage

The Pirate's Booty


Low Paragon Tier, Adventure Rated PG (mild violence) The players are hired by Bors Connol, the leader of a small dwarf mining colony. One of their supply lines has been under attack recently, and they've traced it to an enterprising group of pirates who call themselves the Night Killers. Each has a dagger tattoo on their necks. The dwarves will pay the adventurers well to cripple the Night Killers' operation.

The Hall of Valor


High Heroic Tier, Action/Horror Rated PG (violence and mild horror) The PCs are sent to retrieve a Maguffin from a place called the Hall of Valor. Discovering the location of the Hall can be a story in itself, but we start with the PCs flying towards a flat, black world.

Encounter 1: The Warning


The world is bordered by a brackish swamp. The PCs first encounter a ghost that warns them to stay away. Once it's delivered its dire warning, the ghost becomes curious about the adventurers. He sticks with them, giving them no odds on survival but frankly so bored with his watchdog duty that this

Encounter 1: Investigations
The players are told to search a nearby world cluster for the Night Killers' base. The central world, Darfan, is a hub of trade, and someone there is likely to know where the base is. Sure enough, sufficient investigation within the bar reveals a dagger tattoo on the neck of a hard-

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drinking, nasty dwarf named Lars. The players can either overpower him in the bar, or attempt to follow him home. Either way, when the players leave the bar they are jumped by a few of Lars' companions: a human wizard, a dragonborn assassin, and a half-orc fighter. This should be a tough fight, with a fair chance that the players will lose. The pirates just want to escape with Lars, so they won't try to kill PCs. The chase is on! This can be a skill challenge; in case of failure, the players have to circle back to the bar for more investigation into the pirates. At least the PCs know what a few of the pirates look like.

Two humanoid races once lived on the small worlds of Deyja and Lyfan. They lived in relative harmony until the humans of Deyja, fearful of death, learned the secrets of vampirism, and their entire society became vampires. Their brothers on Lyfan declared a holy war, which was fought mainly on the untouched garden world that stood between them. Both races were wiped out. But not completely. A few Deyjan vampires remain, but they're so weak they lay unconscious in their towers. There are also a few Lyfan warriors kept in suspended animation deep beneath the Lyfan city, part of a secret project that never saw the light of day. There are several reasons to come to Deyja and Lyfan: both races left behind valuable artifacts. Adventurers exploring Deyja will surely arouse the vampires' keen senses even in their slumber, and on Lyfan can easilyand quite accidentally trigger the release of its warriors. Quite a few adventurers have attempted to plunder Deyja and Lyfan, but were never heard from again, thanks to the vampires. Fortunately for the rest of the universe, none of the vampires can use an Illumar, and they've hungrily devoured every pilot before discovering the connection to voidjumping.

Encounter 2: The Night Killers' Base


The Night Killers operate out of a nearby world, a desolate hunk of rock named Coldspur. The thin air and frequent volcanic activity have created fantastic outcroppings of black stone, making it easy to hide a base. The PCs will have to fly low if they want any hope of finding it.

Encounter 3: The First Line of Defense


As soon as they spot the base, a battered cruiser is launched against them. Feel free to use the ship from the One-on-One space battle (p42). About halfway into the battle, another group of shipsseveral fighters and a freighterlaunches from the base, heading in the opposite direction. Make it clear that this new group is going quite slowly; if they make good time with the battle, they can catch up to the other ships easily enough.
One Way To Speed Up Combat If your group is notoriously slow at combat, feel free to introduce a real-time component here. If the remainder of the cruiser fight takes more than 30 minutes to finish in real time, the freighter and its escorts get away. Use a ticking clock.

The Last Hope of the Terisians


High Paragon Tier, Thriller Rated PG-13 (violence) The players stumble upon a floating ship, within which is a comfortable living environment and a number of pods. Inside each pod (but one) is a sleeping humanoid. As soon as the playercharacters approach any of the pods, the humanoids begin to awaken. They are the last survivors of the dying world Terisia, launched into space in the hopes that Terisia would heal itself while they slept. The empty pod belonged to their best healer. The pods begin to malfunction, causing Terisians to die or be disgorged with terrible burns or disfigurements. The Terisians suspect the players of fouling their life-sphere. As it turns out, a lone, badly hurt Zyoxid collided with the life-sphere, climbed inside, and used the missing healer as food. It has since disappeared into the life-sphere's respiratory system, where it has laid dozens of Zyoxid eggs, all of which are ready to hatch.

Encounter 4: Finishing Them off


The battle with the freighter and fighters can use the ships listed in the Escort Duties encounter (p42).

Deyja and Lyfan, the Empty Worlds


Mid Paragon Tier, Thriller Rated PG-13 (horror) From a distance, Deyja and Lyfan appears to be a set of three rocky, lifeless asteroids with thin atmospheres. Closer inspection reveals old, broken towers scattered across two, and the third is a scarred mass of graves.

Encounter 1: Something's in the Vents


The ship consists of 6 cylindrical sections, 5 of which are three-story open cylinders ringed with pods. The central section section is a command-

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Voidjumpers of Space, Evolved Release

Adventure Ideas
Zyoxid Larva Small aberrant beast Stats as listed on page 9. Zyoxid Horror Medium aberrant beast HP 100; Bloodied 50 Stats otherwise as listed on page 9.

48 Level 15 Minion XP 300 Level 22 Brute XP 4,100

and-control center divided into three rooms. When the players enter, the first people to awake are Elana and Gil. Odilon is their best healer, and is missing. As the players investigate, they should hear strange sounds in the ventilation shafts. If they don't investigate, let the Zyoxid larvae come to them. The first encounter is with 6 Zyoxid larvae. Should be easy to kill, but they should also do some damage.
Zyoxid Larva Small aberrant beast Stats as listed on page 9. Level 15 Minion XP 300

The Unholy Fate of the Chaos Leaper


Epic Tier, Horror Rated R (bloody violence) The players are hired by a low-level Terai noble and her retinue to investigate the disappearance of her brother's ship. The noble and her retinue insist on coming with the adventurers. They find the ship a drifting wreck. Within, blood is spattered on the walls. The ship was attacked by incubators, which begin to infect the PC's client and her followers!

Encounter 2: Odilon Got Ugly


The second encounter is with Odilon, who is now half-human and half-Zyoxid, and has holed himself away in the control center. He is accompanied by three of his/its offspring, which are weak adults.
Odilon Zyoxid Mutant Level 18 Soldier Medium aberrant humanoid XP 2,000 Initiative +10 Senses Perception +16; darkvision HP 180; Bloodied 90 AC 35; Fortitude 29, Reflex 30, Will 27 Speed 7

The Web of Death


Mid Epic Tier, Adventure Rated PG (mild horror) The PCs are sent to recover a ship that's been caught by void spiders in The Web. The players must sneak past spider patrols (if possible), find the ship, and find the guy. They discover that the guy actually came here to harness the void spiders for his own ends. He ends up summoning the spider queen, which results in a huge battle up the top of the queen. The encounter with the queen involves 3 miniencounters, climbing up the queen (legs, thorax, head).

S TA N DA RD A C T IO N S

(B) Slash (at-will) Attack: Reach 2; +24 vs. AC Hit: 1d10+8 damage. Get Away From Me! (at-will) Attack: Targets a bloodied creature; +23 vs. Reflex Hit: 2d10+7 damage, and the target is pushed up to 3 squares.

M IN O R A C T IO N S

Murder From the Darkness (encounter) Attack: Close blast 5; targets enemies; +21 vs. Will Hit: 1d8+6 psychic damage and the target is helpless (save ends). Zyoxid Offspring Medium aberrant beast HP 120; Bloodied 60 Stats otherwise as listed on page 9. Level 18 Soldier XP 2,000

Encounter 1: The Spider Queen's Legs


Threat: Spiders around the queen's legs, with one spider per PC. Terrain: Normal. Skills: Each PC must make one DC 22 Acrobatics or Athletics check while jumping up onto one of the queen's legs. Each failed check adds 25 HP to the Spider Queen Leg in the next encounter. The encounter will only end after all PCs have jumped onto the queen and all the spiders are dead. A PC who has jumped onto the queen gains a +2 on attacks against the spiders.

Encounter 3: So Many Crawly, Wormy Things


However, as the players dispatch Odilon more Zyoxid larvae crawl out of a nearby tunnel. There are clearly more of them down there. Down there was once a control room; now it's a Zyoxid hatchery. Dozens of larvae are now hatching out of small eggs, and a large one sits in the middle, about to open. The egg has (player party level x 5) HP and will , hatch at the end of the 3rd round unless reduced to 0 HP before then. Out of it crawls a Zyoxid Horror at half its normal HP .

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49

Void Spider Queen Guard Level 22 Skirmisher Medium natural beast XP 4,000 Initiative +20 Senses Perception +22 HP 200; Bloodied 100 AC 37; Fortitude 34, Reflex 36, Will 34 Speed 6

S TA NDA R D A C T I ON S

Void Spider Queen Head Level 26 Artillery Medium natural beast XP 9,000 Initiative +21 Senses Perception +23 HP 350; Bloodied 175 AC 41; Fortitude 40, Reflex 39, Will 38 Speed 0

S TA NDA R D A C T I ON S

(B) Bite (standard; at-will) Attack: +27 vs. AC Hit: 4d6+8 damage, and ongoing 10 poison damage (save ends), Feed (standard; at-will) Attack: Targets a restrained enemy. +25 vs. Reflex Hit: 4d6+32 poison damage.

(B) Acid Spit (standard; at-will) Attack: Close blast 5; +31 vs. AC Hit: 4d8+16 acid damage, and ongoing 15 acid damage (save ends),

M I NO R A C T I ON S

M I NO R A C T I ON S

Ensnaring Web (minor; encounter) Attack: Ranged 10; +25 vs. Reflex Hit: 3d8+9 damage, and the target takes ongoing 10 poison damage and is restrained (save ends both),

Ensnaring Web (minor; at-will; recharges 4-6) Attack: Ranged 20; +29 vs. Reflex Hit: 3d8+9 damage, and the target takes ongoing 10 poison damage and is restrained (save ends both), Void Spider Queen Pincer Level 25 Skirmisher Large natural beast XP 7,000 Initiative +26 Senses None HP 250; Bloodied 125 AC 40; Fortitude 39, Reflex 38, Will 37 Speed N/A

Encounter 2: The Spider Queen's Thorax


Threat: Spider Queen Leg, which sweeps across and attacks all PCs each turn. Terrain: Difficult, as the queen is moving. At the beginning of the encounter, each PC makes a DC 28 Acrobatics check; on success, that PC treats the terrain as normal. A PC with a sailing background may automatically treat the terrain as normal. Skills: must make one DC 24 Acrobatics or Athletics check while jumping up onto one of the queen's legs. Each failed check adds 50 HP to the Head in the next encounter.
Void Spider Queen Leg Level 25 Skirmisher Huge natural beast XP 7,000 Initiative +26 Senses None HP 300; Bloodied 150 AC 40; Fortitude 39, Reflex 38, Will 37 Speed N/A

S TA NDA R D A C T I ON S

Stab (standard; at-will) Attack: +32 vs. AC Hit: 4d6+20 poison damage, and the target takes ongoing 10 poison damage (save ends). Impale (standard; encounter) Attack: +30 vs. Reflex Hit: 4d6+19 damage, and the target is helpless and restrained (save ends). Effect: While helpless and restrained, the target takes ongoing 20 damage and moves with the Spider Queen Pincer. Void Spider Queen Eyes Medium natural beast element Initiative None HP 100; Bloodied 50 AC 45; Fortitude 45, Reflex 44, Will 43 Speed 0 Special XP 500 Senses None

T RA IT S

S TA NDA R D A C T I ON S

When the Eyes are reduced to 0 HP or fewer, the Head and Pincers are blinded. Void Spider Queen Maw Medium natural beast element Initiative None HP 70; Bloodied 35 AC 45; Fortitude 45, Reflex 44, Will 43 Speed 0 Special XP 500 Senses None

Sweep (standard; at-will) Attack: Targets each enemy in the encounter. +32 vs. AC Hit: 4d6+25 damage, and the target is knocked prone. Effect: The Leg then makes a move action, provoking no opportunity attacks, which takes it to the opposite end of the encounter area. If a target is hit while knocked prone, it is knocked off the encounter area, and during its turn must succeed on a DC 22 Acrobatics or Athletics check to return to the encounter area.

T RA IT S

When the Maw is reduced to 0 HP or fewer, the Head takes -4 on all attack rolls.

Note that the queen's sweep attack will target dying PCs, who can get knocked off the encounter area.

Encounter 3: Her Head


Threats: Spider Queen's Head, which blasts the PCs with acid, and two Spider Queen Pincers, which stab at the PCs. Terrain: Difficult, as the queen is moving and actively trying to shake off the PCs.

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Campaign Ideas

50

Campaign Ideas
The Half-Orc Uprising
The half-orcs have been planning something. An uprising!

The Unstoppable Mechanical Men


The mechanical men begin a constant wave of attacks on ships.

The Terai/Pain War


The Lords of Pain begin a campaign of destruction against the Terai, who discover that the Pain Lords are resistant to Terai magic.

The Goushok Infestation


The goushok increase in number exponentially and begin slowly absorbing all the ships in known space. The line must be drawn here, etc.

The Nu
A research ship uncovers an ancient civilization called the Nu that was destroyed by a corrupting, malevolent intelligence (insert whatever god or goddess you'd like) which infected the race with a horrible undeath. Nu infects the research party and is now expanding throughout space, turning entire ships into undead. The Nu can only be stopped by finding their homeworld and, on it, the Gem of Eternity. Destroy the gem, and you destroy the Nu.

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Indexes

51

Indexes
Alphabetical Index
Academy, The......................................................... 38 Bastion of Peace..................................................... 38 Berethan, the Graveyard........................................ 40 Berethan, The Graveyard.................................41, 42 Boshan, The Shattered World................................41 Brute Fighter (ship class)................................18, 27 City Ship, Terai.......................................................28 Clan Harran........................................................... 36 Corvette........................................................... 22, 27 Cruiser....................................................19p., 27, 44 Cult of Blood.......................................................... 33 Demons.................................................................... 6 Destroyer......................................................... 3, 27 2 Dragonborn.............................................................. 5 Drow Empire.......................................................... 35 Dwarven Space Fortress........................................28 dwarves.................................................................. 39 Dwarves................................................................... 5 Elves........................................................................ 5 Empire of Pain....................................................... 34 Fighter (ship class)..................................... 18, 26, 45 Fists of Moradin..................................................... 36 Freighter................................................. 20p., 27, 44 Gang of Five........................................................... 36 Goushok............................................................. 8, 52 Grenalla (Capitol of Grendax)................................ 42 Grendax, The Research Center........................41, 42 Guard Station...................................................... 21p. Gutrot.................................................................... 38 half-orcs................................................................. 52 Half-Orcs.................................................................. 6 Halflings................................................................... 5 Humans.................................................................... 5 Hyrantar, Samurai World of Choking Vines. .40, 41p. Illumars.................................................. 3, 24, 36, 49 incubators.............................................................. 50 Incubators.............................................................. 10 League of the Circle...............................................35 Life Boat................................................................. 26 Lords of Pain.......................................................... 52 Mechanical Men................................................. 6, 52 Moradin's Hands.................................................... 35 Nexus..................................................................... 39 Nu.......................................................................... 52 Orstikel of the Forever Wars............................ 41, 42 Pain Lords.................................................... 7, 34, 46 Peacekeepers............................................. 20, 32, 38 Player Classes............................................................ Space Pirate...................................................... 12 Void Arcanist..................................................... 15 Red Knight............................................................. 35 Skiff.................................................................. 18, 26 Skinner (Mechanical Man)....................................... 7 Space Fortress, Dwarven.......................................28 Space Pirate (player class).....................................12 Space Whales......................................................... 11 Starfire Cluster...................................................... 40 Strength of the Web............................................... 35 Tanglers............................................................. 8, 38 Terai....................................................... 5, 32, 39, 52 Terai City Ship........................................................28 Terai Union............................................................. 32 Tieflings................................................................... 6 Velsant, The Halo World................................... 40, 42 Void Arcanist (player class)....................................15 void spiders...................................................... 39, 50 Warren, The........................................................... 39 Web, The.......................................................... 39, 50 Whales, Space........................................................ 11 Wings of Heaven (Trading Caravan)......................36 Zyoxids............................................................... 9, 49

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Indexes

52

Index of Monsters
Terai Messenger Level 9 Artillery...........................5 Dwarf Miner Level 7 Soldier................................... 5 Half-Orc Guard Level 4 Brute.................................6 Mechanical Guard Level 6 Skirmisher....................6 Skinner Level 5 Soldier........................................... 7 Slave Boss Level 8 Brute.........................................7 Pain Lady Level 16 Controller (Leader)..................7 Priestess of Pain Level 20 Artillery.........................8 Young Tangler Level 22 Lurker............................... 8 Mature Tangler Level 25 Brute............................... 8 Goushok Newspawn Level 11 Skirmisher...............9 Goushok Mule Level 14 Brute................................. 9 Goushok Healer Level 16 Controller....................... 9 Zyoxid Larva Level 15 Minion............................... 10 Zyoxid Adult Level 18 Soldier...............................10 Zyoxid Horror Level 22 Brute...............................10 Early-Stage Incubator Level 21 Brute...................10 Late-Stage Incubator Level 24 Artillery................10 Baby Space Whale Level 18 Skirmisher................11 Adult Space Whale Level 24 Brute........................11 Jennasi Terai Level 22 Controller.......................... 32 Peaceekeper Security Mook Level 3 Soldier.........32 Jeri Manastra Level 7 Soldier...............................33 Blood Cult Initiate Level 4 Mook Skirmisher........33 Blood Cult Acolyte Level 8 Soldier........................ 33 Blood Cult Bloodletter Level 12 Brute..................34 Blood Cult Priestess Level 18 Artillery.................34 Blood Cult Elder Level 22 Controller (Leader)......34 The Red Knight Level 11 Elite Brute.....................35 Cormac, Squad Leader Level 14 Controller..........36 Saolain, Arcane Support Level 14 Artillery...........36 Squad Member Level 11 Soldier........................... 36 Teela Level 3 Elf Artillery......................................46 Dirk Level 2 Skirmisher........................................ 46 The Beast of the Pit Level 5 Elite Brute................47 Pain Lord Thug Level 5 Minion Soldier.................47 Weakened Pain Lady Level 8 Artillery................... 47 Pit Lord Level 5 Elite Soldier................................ 48 Bridge Crew Level 5 Mook Lurker........................ 48 Zyoxid Larva Level 15 Minion............................... 50 Odilon Zyoxid Mutant Level 18 Soldier.................50 Zyoxid Offspring Level 18 Soldier......................... 50 Zyoxid Larva Level 15 Minion............................... 50 Zyoxid Horror Level 22 Brute...............................50 Void Spider Queen Guard Level 22 Skirmisher.....51 Void Spider Queen Leg Level 25 Skirmisher.........51 Void Spider Queen Head Level 26 Artillery...........51 Void Spider Queen Pincer Level 25 Skirmisher. . . .51 Void Spider Queen Eyes Special...........................51 Void Spider Queen Maw Special...........................51

Seth Harris (order #3667914)

Voidjumpers of Space, Evolved Release

Credits

53

Credits
Voidjumpers of Space was written by Brent P. Newhall, using OpenOffice.org 3.3.0.
The text is typeset in Bitstream Vera Serif, and the headers in Trajan Pro Bold. The cover image is space by Sweetie187 on Flickr. The border is a color-reversed and edited version of that image.

Release Notes
Evolved Release
This release improved the headers, added information about the gods, gave space gravity and breathable air (p3), introduced the Brute Fighter (p26) and Guard Station (p26), fleshed out the encounters in space (p42) and adventure ideas (p44), and updated all stat blocks to the Essentials expanded format. Thanks to Jeff Dougan, Brian Takle, and BlindGeekUK for much of the content in the Evolved Release.

DUNGEONS & DRAGONS Compatibility Logo TM & Wizards of the Coast in the USA and other countries. Used with permission.

Seth Harris (order #3667914)

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