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Dungeoncraft Spelljammer v1.0
Dungeoncraft Spelljammer v1.0
Dungeoncraft Spelljammer v1.0
You can create your own Dungeons & Dragons® adventures for the D&D Adventurers League Forgotten Realms Campaign using
Spelljammer: Adventures in Space. To create your own adventures, you’ll need the Astral Adventurer’s Guide and Boo’s Astral
Menagerie from that product. You also need the adventure template and style guides used for the Dungeoncraft program. They can
be found on the Wizards Discord in the D&D Adventures League section and on the official Wizards webpage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Dungeoncraft Adventures: Spelljammer: Adventures in Space 1
ADDITIONAL GUIDELINES:
REWARDS THE FINE PRINT
Below you will find four tables of magic items. Consumables
can be from any allowed Forgotten Realms Campaign source • At your option, you can publish your adventure on the
(most are in the Dungeon Master’s Guide) Only one Dungeon Masters Guild. Until published, only the designers
consumable per adventure can be smokepowder/gunpowder (maximum two individuals) can run the adventure.
(which is awarded in a packet which is good for five shots). • You and up to one co-designer can create a system for use
Choose the magic item rewards for your adventure from for your adventures. No one else, including other co-
these tables using the following restrictions: designers, may use the setting of that system for future
Dungeoncraft adventures.
• 2-hour tier 1 (levels 1-4): choose 1 item from table A and • The D&D Adventurers League Content Managers do not
up to 3 common consumables or 1 uncommon consumable. need to review your adventure for you to run or publish it.
• 4-hour tier 1 (levels 1-4): choose 1 item from table A, 1 • Please include stat blocks for any monster you use in your
from table B and up to 3 common consumables or adventure that does not appear in the Monster Manual.
uncommon consumable. • Adventures must use the template provided.
• 2-hour tier 2 (levels 5-10): choose 1 item from table C and • When published on the Dungeon Masters Guild (or listed in
up to 3 common consumables or 1 uncommon consumable. an event program), your adventure must use the SJ-DC
• 4-hour tier 2 (levels 5-10): choose 1 item from table C, 1 code to identify it as a Dungeoncraft Adventure intended
from table B and up to 3 common or uncommon for use during this Seasonal Campaign. This code should
consumables. appear in the upper left corner of your cover. (If you intend
• 2-hour tier 3 (levels 11-16): choose 1 item from table B & 1 to write multiple adventures, then we suggest that you
from table C and up to 3 common or uncommon consider using a three-letter identifier in you code such as
consumables. the domain name so people can quickly find them. For
• 4-hour tier 3 (levels 11-16): choose 1 item from table D, 1 example: SJ-DC-SKY-01 for the first adventure in series set
from table B and up to 3 uncommon or rare consumables in a created wildspace called Skyrealm.)
• The DDAL Community Created logo and the DMsGuild logo
You may add 1 minor property or quirk to each non- must appear on the cover. No other logos should appear on
consumable magic item (see the Dungeon Master’s Guide, the cover.
page 143). Properties must come from the tables in the • All Dungeoncraft Adventures published on the DM’s Guild
Dungeon Master’s Guide. must abide by the rules provided by the DM’s Guild in
Firearms. You can include a mundane pistol or musket as terms of content that can be published in that marketplace.
treasure or as equipment on NPCs (which the characters can • Adventures must be written for a single table of players.
These cannot be epics/multi-table events.
keep). These are not magical items.
Gold Rewards. These are based on tier and time. The IMPORTANT: Dungeoncraft Adventures can be removed
amounts listed below are for a four-hour adventure, for a from the DMsGuild at any time for failing to meet these
two-hour adventure divide the amounts listed in half. This is standards, those prescribed by the DMsGuild, or for any other
total gold for the group, not individual. Treasure such as reason deemed necessary by Wizards of the Coast.
gems, coins, art objects, and anything else portable that isn’t Additionally, any designer(s) publishing a Dungeoncraft
adventuring gear counts towards the gold rewards listed. Adventure on the Dungeon Masters Guild or running one that
does not follow these rules can have their ability to continue
GOLD REWARDS BY ADVENTURE TIER to create and publish sanctioned content under these rules
Tier Min. Max. suspended or revoked.
1 100 gp 500 gp
2 1000 gp 5000 gp
3 10,000 gp 50,000 gp
Not for resale. Permission granted to print or photocopy this document for personal use only.
Dungeoncraft Adventures: Spelljammer: Adventures in Space 2
MAGIC ITEM REWARDS
TABLE A: UNCOMMON ITEMS TABLE B: COMMON ITEMS TABLE C: RARE ITEMS
D12 Item D12 Item D12 Item
Googles of night Clothes of mending (XGE) Boots of levitation
1 1 1
Bag of holding Rope of mending (XGE) Cloak of the bat
2 2 2
Coiling grasp tattoo Cloak of many fashions Ring of feather falling
3 (XGE) 3
3 (TCE)
Staff of withering
Instrument of scribing 4
Periapt of health
4 4 (XGE) Figurine of wonderous
Hat of disguise 5 power (ebony fly)
5 Spellwrought tattoo (TCE,
5 Cantrip only) Wand of fireballs
Javelin of lightning 6
6
Masquerade tattoo (TCE) Astromancy archive (TCE)
6 7
Rod of the pact keeper +1
7 Tankard of sobriety (XGE)
7 Rhythm-maker's drum +2
8
Brooch of shielding Hat of wizardry (XGE)
8 8 Bag of beans
9
Rope of climbing Staff of adornment (XGE) Armor +1 (light & medium
9 9
10 only)
Pearl of power Pole of collapsing (XGE)
10 10
Elemental essence shard
Guardian emblem (TCE) Talking doll (XGE)
11 11 (TCE, property must be
11
listed in the adventure)
Eldritch claw tattoo Horn of silent alarm (XGE)
12 (TCE) 12
Weapon +2 (no firearms,
weapon type must be listed
12
in adventure)
Ring of regeneration
7
Absorbing tattoo (TCE)
8
Fish suit (AAG)
9
Scimitar of speed
10
Carpet of flying
11
Cloak of the arachnida
12
Not for resale. Permission granted to print or photocopy this document for personal use only.
Dungeoncraft Adventures: Spelljammer: Adventures in Space 3
OPTION 2. USING ADVENTURE SEEDS
If you are not interested in creating your own Wildspace, do not despair! We have an alternative method for creating
Dungeoncraft adventures by using the following adventure seeds and either the Forgotten Realms or the Rock of Braal.
All the rules and guidelines (except Magic Item Rewards) from Option 1 also apply to Option Two and thus not repeated.
USING THE ADVENTURE SEEDS Adventure Seed Level Range. This is the range of levels
that your adventure can accommodate.
Each adventure seed has a set level restriction, as well as Adventure Seed Hook. The content of your adventure
assigned character rewards that your adventure can use. should be based off this single evocative sentence.
Your adventure can’t provide character rewards above Adventure Seed Rewards. Your adventure can provide
and beyond what’s listed, including story awards or the items listed as rewards.
downtime activities. If it’s a two-hour adventure, you can include only those
two items.
Adventure Seed Title. These are placeholder titles. Please If it’s a four-hour adventure, you can include the magic
create a unique title for your adventure when it’s item listed, in addition to those items listed for two-
completed and ready to run. You are to add the name of hour adventures.
the seed in the credit section.
Adv. Seed Title Saint Argol’s Fire Adv. Seed Lvl Range 1–4
Adv. Seed Hook The characters wake to find their ship rimmed in bizarre, though harmless, purple fire. More bizarre still is the crate
labeled “Argol: Bral” that has mysteriously appeared in their cargo hold.
Adv. Seed Rewards Two-Hour Adventure: spell scroll of sleet storm, potion of greater healing, spell scroll of invisibility, clockwork amulet
Four-Hour Adventure: as above plus bracers of archery
Adv. Seed Title Headed My Way? Adv. Seed Lvl Range 1–4
Adv. Seed Hook A trio of plasmoid travelers approach the characters and offer a stupefyingly large sum of gold to take them off-
planet. If that weren’t suspicious enough, they’re very tight-lipped about why they’re in such a hurry. Also, please
don’t go snooping around the crate bearing obvious airholes; it bites.
Adv. Seed Rewards Two-Hour Adventure: bottled breath, potion of growth, spell scroll of faerie fire, wand of conducting
Four-Hour Adventure: as above plus gray bag of tricks
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries. All characters
and their distinctive likenesses are property of Wizards of the Coast. This material is
protected under the copyright laws of the United States of America. Any reproduction or
unauthorized use of the material or artwork contained herein is prohibited without the
express written permission of Wizards of the Coast.
©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured
by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Dungeoncraft Adventures: Spelljammer: Adventures in Space 4