Skip to content
Link copied to clipboard

The stars are not distant suns — they are portals to other worlds, and the space between them is filled with breathable air, bizarre creatures, and wildspace ships powered by magic. Your party takes to the stars aboard a spelljammer vessel, navigating the Astral Sea, trading with alien civilizations, battling space pirates, and discovering that the cosmos is far stranger and more dangerous than anyone on the ground ever imagined.

Story Arcs

Arc 1

To the Stars

The party acquires a spelljammer ship and takes their first voyage into wildspace. They learn the basics of space travel, encounter alien traders, and discover that something is wrong — ships are disappearing along a major trade route.

Arc 2

Pirates and Plagues

The disappearances are the work of space pirates allied with a far more dangerous force. The party must track them down while dealing with a strange affliction spreading through wildspace ports.

Arc 3

The Void Leviathan

The true threat is revealed — an ancient entity from the depths of the Astral Sea is awakening, and the pirates have been feeding it ships and crews. The party must stop the entity before it fully awakens and devours everything in wildspace.

Session Outlines

These outlines are for planning reference only. Actual sessions are not created by the template.

1

The Ship in the Cave

The party discovers a crashed spelljammer vessel in a cave system. The ship is damaged but repairable. Its dying pilot gasps out a warning about something hunting ships in wildspace. With repairs complete, the party makes their first ascent — breaking through the atmosphere into the wonder of wildspace.

2

Wildspace Basics

The party learns to navigate wildspace — the air envelope, gravity planes, and the spelljammer helm. They make their first stop at a space station built from an asteroid, where they meet traders, repair their ship, and hear rumors of missing vessels along the Astral Trade Route.

3

The Derelict

While traveling the trade route, the party encounters a derelict spelljammer drifting without power. Boarding it reveals signs of a violent attack — but no bodies. The cargo is untouched. Strange organic residue coats the walls, and the ship's log ends mid-sentence with a description of something enormous.

4

Port Stardock

The party docks at Port Stardock, a major wildspace trading hub. They investigate the disappearances and discover a pattern — all missing ships were carrying a specific type of cargo. A local information broker points them toward a pirate fleet operating in the asteroid belt.

5

Asteroid Belt Ambush

The party sets a trap for the pirates using a decoy cargo ship. The pirates attack with multiple vessels, leading to a ship-to-ship combat. After capturing a pirate, interrogation reveals they don't keep the ships — they deliver them to "the Maw" deep in the asteroid belt.

6

The Plague Port

A strange affliction is spreading through wildspace ports — victims become lethargic, stare into space, and whisper about "the hunger." The party investigates and discovers the plague is psychic in origin, emanating from somewhere deep in the Astral Sea. It seems connected to whatever the pirates are feeding.

7

The Pirate Stronghold

The party locates and assaults the pirate base — a hollowed-out asteroid fitted with docking bays and weapons. Inside, they discover the pirates are not acting of their own will — something has dominated their minds and compels them to bring sacrifices to "the Maw."

8

The Astral Deep

Following coordinates from the pirate base, the party ventures into the deep Astral Sea — a region of eerie calm where the astral current slows to nothing. Here, they find the remains of dozens of ships, stripped clean. Something massive lurks just beyond perception.

9

The Sleeping God

The party discovers the truth: an immense entity — a dead god or a creature from beyond the known planes — drifts through the Astral Sea. It is not quite dead, and the ships have been feeding it, slowly restoring it to consciousness. It has been psychically controlling the pirates and spreading the plague.

10

The Fleet Assembles

The party returns to Port Stardock to rally a fleet against the entity. They must convince merchants, military commanders, and even former pirates that the threat is real and existential. Each potential ally has demands and doubts.

11

Battle in the Deep

The assembled fleet engages the entity's defenses — mind-controlled ships, astral predators, and psychic attacks that try to overwhelm the crews. The party must lead the assault while keeping the fleet coordinated against an enemy that can turn their allies against them.

12

Into the Maw

While the fleet holds the line, the party takes their ship into the entity itself. Inside is a surreal landscape of alien biology and psychic energy. They must reach the entity's core and either destroy it or put it back to sleep. The interior fights back with psychic projections, parasitic creatures, and reality distortions.

NPCs

Commodore Krux

Giff · Military Commander

A giff (hippo-headed humanoid) military officer obsessed with firearms and proper protocol. Commands the wildspace patrol fleet and takes the pirate problem personally. Bombastic and courageous, he provides military support and comic relief in equal measure.

Tavia Starweaver

Elf · Spelljammer Navigator

An experienced navigator who has traveled wildspace for centuries. She joins the party as a crew member and provides expertise in navigation and ship operations. She lost her previous crew to the entity and seeks both revenge and closure.

Mister Blip

Plasmoid · Information Broker

An amorphous plasmoid who runs an information network from Port Stardock. Communicates by forming words in their translucent body. Knows everything that happens in wildspace — for a price. Their loyalty can be bought permanently with a rare astral gemstone.

Captain Fell

Human · Pirate Captain

The most notorious pirate in the asteroid belt — or so she was before the entity dominated her mind. If freed from its control, she is a formidable captain who knows the deep Astral Sea. Her ship, the Black Nebula, is the fastest in wildspace.

Skraxis

Neogi · Slaver and Opportunist

A neogi (spider-eel hybrid) merchant who traffics in slaves and stolen goods. Repulsive and untrustworthy, he nonetheless has information about the entity that no one else possesses — his species has encountered similar beings before. His price for sharing is always too high.

Astra

Autognome · Ship's Mechanic

A clockwork gnome who was the original ship's engineer. Reactivated when the party finds the ship, she has centuries-old knowledge of spelljammer technology but gaps in her memory from damage sustained in the crash. Literal-minded but endlessly helpful.

Locations

Port Stardock

settlement

A massive space station built from a hollowed-out asteroid, serving as the primary trading hub for this region of wildspace. Ships from dozens of worlds dock here. The interior is a chaotic bazaar of alien goods, exotic foods, and dubious services. Multiple levels with different atmospheres cater to various species.

The Starboard Market (building)

The Asteroid Belt

wilderness

A dense field of tumbling rocks ranging from pebbles to mountain-sized chunks. Navigating requires skill and nerve. Pirates hide in the larger asteroids, and valuable minerals draw prospectors despite the danger. The deeper regions hide ancient ruins.

The Pirate Asteroid

dungeon

A massive asteroid hollowed out and converted into a pirate base. Multiple docking bays, armories, crew quarters, and a fortified command center. The walls are lined with trophies from captured ships. Deep in the core, a psychic beacon transmits the entity's dominating signal.

The Deep Astral

wilderness

The vast, empty reaches of the Astral Sea far from any world. The silvery void stretches in all directions, dotted with the corpses of dead gods and drifting debris. Time moves strangely here, and the silence is oppressive. The entity dwells in this emptiness.

The Leviathan's Interior

dungeon

The inside of the slumbering entity — a living dungeon of immense scale. Walls pulse with bioluminescence, corridors contract and expand like breathing, and psychic projections create illusory environments. Parasitic creatures serve as the entity's immune system, attacking anything foreign.

Quests

Repair the Spelljammer

High

The crashed ship needs repairs before it can fly. Gather parts from the wreckage, find a spelljammer helm, and figure out how to operate it. Astra the autognome can guide the process.

Investigate the Disappearances

High

Ships are vanishing along the Astral Trade Route. Find out what is taking them and why. Follow the trail from derelict ships to pirate bases to the terrifying truth.

Cure the Astral Plague

Medium

A psychic affliction is spreading through wildspace ports. Find its source and stop it before entire populations succumb to the entity's influence.

Free Captain Fell

Medium

The pirate captain is under the entity's mental domination. Break the control to gain a powerful ally — and access to the fastest ship in wildspace for the final battle.

Destroy the Void Leviathan

High

The slumbering entity in the deep Astral must be destroyed or put back to sleep before it fully awakens. Rally a fleet, breach its defenses, and reach the core.

Encounters

Derelict Ship Horrors

While boarding the derelict ship, the party encounters creatures that were spawned from the entity's psychic residue. They phase through walls and attack from unexpected angles.

Specter
Shadow
Gibbering Mouther

Pirate Ambush

Multiple pirate vessels attack the party's ship in the asteroid belt. Ship-to-ship combat with boarding actions, cannon fire, and desperate maneuvering through tumbling rocks.

Bandit
Berserker
Spy

Pirate Stronghold Assault

Storming the pirate asteroid base. The defenders are mind-controlled and fight without self-preservation. The psychic beacon must be destroyed to free them.

Bandit
Veteran
Berserker
Thug

Astral Predators

Creatures native to the deep Astral Sea attack the fleet. These predators feed on psychic energy and are drawn to the concentration of minds in the fleet.

Intellect Devourer
Mind Flayer
Gith

The Entity's Core

Inside the entity, the party fights their way to the core through psychic projections and parasitic defenders. The core itself fights back with overwhelming psychic force.

Aboleth
Intellect Devourer
Gibbering Mouther

Factions

The Wildspace Patrol

Lawful Good

A multinational military force that polices the trade routes. Commanded by Commodore Krux, they are spread thin and desperate for help. Well-armed but undermanned, they provide the backbone of any fleet assembled against the entity.

The Merchant Consortium

True Neutral

An alliance of trading companies that operates out of Port Stardock. Profit-motivated but pragmatic — they will fund military action if it reopens trade routes. Their resources are considerable but their courage is limited.

The Mind-Bound

Chaotic Evil

Ships and crews under the entity's psychic domination. They attack on its behalf, deliver sacrifices to "the Maw," and spread the astral plague. Many were once innocent traders and can be freed if the entity's influence is broken.

Use This Template

Create a new campaign pre-populated with all the arcs, NPCs, locations, quests, encounters, and factions from this template.