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Returning 35 results for 'Space Galleon'.
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The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land on water and
move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn’t built to land on the ground
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Space Galleon The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land
on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn’t built to land on the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Space Galleon The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land
on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn’t built to land on the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Space Galleon The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land
on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn’t built to land on the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Space Galleon The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons. Because they can land
on water and move across it like their namesakes, they can sail into ports on terrestrial worlds without attracting undue attention. Like an ordinary galleon, a space galleon isn’t built to land on the
Vehicles
The space galleon is a mainstay among the host of vessels that ply Wildspace and the Astral Sea. Space galleons can easily pass for ordinary seafaring galleons.
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapters 8–9 (pp. 42–51) The human faction has been updated to a hadozee faction. The leader of that faction, Dakaer, is now a hadozee explorer. The space galleon Tarrasque now has a crew consisting
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapters 8–9 (pp. 42–51) The human faction has been updated to a hadozee faction. The leader of that faction, Dakaer, is now a hadozee explorer. The space galleon Tarrasque now has a crew consisting
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapters 8–9 (pp. 42–51) The human faction has been updated to a hadozee faction. The leader of that faction, Dakaer, is now a hadozee explorer. The space galleon Tarrasque now has a crew consisting
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the Astral Adventurer’s Guide. Keep the deck plans for the space galleon and the star moth handy, because they will come into play.
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Chapters 8–9 (pp. 42–51) The human faction has been updated to a hadozee faction. The leader of that faction, Dakaer, is now a hadozee explorer. The space galleon Tarrasque now has a crew consisting
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
slow down a few moments before it can be seen; an asteroid “feels” different from a space galleon or a pod of kindori, for example.
analog. When the ship approaches something large in space, the spelljammer is usually the first to detect it as the ship slows down. An experienced spelljammer can often sense what caused the ship to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the Astral Adventurer’s Guide. Keep the deck plans for the space galleon and the star moth handy, because they will come into play.
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
slow down a few moments before it can be seen; an asteroid “feels” different from a space galleon or a pod of kindori, for example.
analog. When the ship approaches something large in space, the spelljammer is usually the first to detect it as the ship slows down. An experienced spelljammer can often sense what caused the ship to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
slow down a few moments before it can be seen; an asteroid “feels” different from a space galleon or a pod of kindori, for example.
analog. When the ship approaches something large in space, the spelljammer is usually the first to detect it as the ship slows down. An experienced spelljammer can often sense what caused the ship to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the Astral Adventurer’s Guide. Keep the deck plans for the space galleon and the star moth handy, because they will come into play.
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
slow down a few moments before it can be seen; an asteroid “feels” different from a space galleon or a pod of kindori, for example.
analog. When the ship approaches something large in space, the spelljammer is usually the first to detect it as the ship slows down. An experienced spelljammer can often sense what caused the ship to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the Astral Adventurer’s Guide. Keep the deck plans for the space galleon and the star moth handy, because they will come into play.
Chapter 2: Attack of the Star Moth Driven from a coastal settlement by gigantic crystalline vines, astral blights, and earthquakes, the characters secured passage aboard the Moondancer, a galleon
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lyrandar Helm Level 13 Bastion Facility Prerequisite: Renown 25+ with House Lyrandar
Space: Cramped
Hirelings: 1
Order: Empower
A Lyrandar Helm allows a mobile Bastion built within an
elemental airship or an elemental galleon to travel. This facility’s hireling is a dragonmarked heir of House Lyrandar. On an elemental airship, the airship’s Helm crew station is part of this facility (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lyrandar Helm Level 13 Bastion Facility Prerequisite: Renown 25+ with House Lyrandar
Space: Cramped
Hirelings: 1
Order: Empower
A Lyrandar Helm allows a mobile Bastion built within an
elemental airship or an elemental galleon to travel. This facility’s hireling is a dragonmarked heir of House Lyrandar. On an elemental airship, the airship’s Helm crew station is part of this facility (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lyrandar Helm Level 13 Bastion Facility Prerequisite: Renown 25+ with House Lyrandar
Space: Cramped
Hirelings: 1
Order: Empower
A Lyrandar Helm allows a mobile Bastion built within an
elemental airship or an elemental galleon to travel. This facility’s hireling is a dragonmarked heir of House Lyrandar. On an elemental airship, the airship’s Helm crew station is part of this facility (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lyrandar Helm Level 13 Bastion Facility Prerequisite: Renown 25+ with House Lyrandar
Space: Cramped
Hirelings: 1
Order: Empower
A Lyrandar Helm allows a mobile Bastion built within an
elemental airship or an elemental galleon to travel. This facility’s hireling is a dragonmarked heir of House Lyrandar. On an elemental airship, the airship’s Helm crew station is part of this facility (see
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
action to magically teleport back to the ship, either to the lower cargo hold (area 13 on the space galleon deck plans) or a location it can see.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
action to magically teleport back to the ship, either to the lower cargo hold (area 13 on the space galleon deck plans) or a location it can see.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
action to magically teleport back to the ship, either to the lower cargo hold (area 13 on the space galleon deck plans) or a location it can see.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, keeping the heroes on their toes as they stumble from one cliffhanger to the next. A space galleon flees a world in peril Here are some things you can do to make Light of Xaryxis feel like the pulpy
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
action to magically teleport back to the ship, either to the lower cargo hold (area 13 on the space galleon deck plans) or a location it can see.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, keeping the heroes on their toes as they stumble from one cliffhanger to the next. A space galleon flees a world in peril Here are some things you can do to make Light of Xaryxis feel like the pulpy
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, keeping the heroes on their toes as they stumble from one cliffhanger to the next. A space galleon flees a world in peril Here are some things you can do to make Light of Xaryxis feel like the pulpy
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, keeping the heroes on their toes as they stumble from one cliffhanger to the next. A space galleon flees a world in peril Here are some things you can do to make Light of Xaryxis feel like the pulpy
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard the Last Breath can see the invisible Second Wind or its crew, the characters can close the remaining distance and climb aboard the space galleon, becoming visible only after they leave the
fire, which is described in the next section. Boarding the Last Breath The following locations are depicted on the space galleon deck plans in the Astral Adventurer’s Guide. Locations that are not
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard the Last Breath can see the invisible Second Wind or its crew, the characters can close the remaining distance and climb aboard the space galleon, becoming visible only after they leave the
fire, which is described in the next section. Boarding the Last Breath The following locations are depicted on the space galleon deck plans in the Astral Adventurer’s Guide. Locations that are not
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
components and using Intelligence as the spellcasting ability (spell save DC 12):
At will: mage hand, minor illusion
1/day each: magic missile, unseen servant
Features of the Moondancer Space Galleon
Deck PlansView Unlabeled Version Use the space galleon deck plans in the Astral Adventurer’s Guide to represent the Moondancer. Noteworthy features are described below: Area 3: Captain’s Quarters. Among
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard the Last Breath can see the invisible Second Wind or its crew, the characters can close the remaining distance and climb aboard the space galleon, becoming visible only after they leave the
fire, which is described in the next section. Boarding the Last Breath The following locations are depicted on the space galleon deck plans in the Astral Adventurer’s Guide. Locations that are not
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
aboard the Last Breath can see the invisible Second Wind or its crew, the characters can close the remaining distance and climb aboard the space galleon, becoming visible only after they leave the
fire, which is described in the next section. Boarding the Last Breath The following locations are depicted on the space galleon deck plans in the Astral Adventurer’s Guide. Locations that are not