Dungeoncraft Spelljammer v1.0

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D&D® ADVENTURERS LEAGUE

DUNGEONCRAFT DESIGN GUIDE:


SPELLJAMMER: ASTRAL ADVENTURERS SEASONAL GUIDE
Effective Date: Sept 2, 2022. Version 1.0.

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.

OPTION 1. CREATE A LOCATION IN WILDSPACE


GENERAL GUIDELINES CRAFTING YOUR ADVENTURE
Adventure Duration. Your adventure should ideally be
While many adventures may directly interact with the written for a two-hour or four-hour play time. Adventures
Forgotten Realms, you are not restricted to using Realmspace with shorter playtimes are not allowed, and while longer
for your adventure. You can also create your own Wildspace adventures are allowed, they are treated as four-hour
system following the rules in the Astral Adventurer’s Guide adventures for purposes of rewards. You must note your
and the ones presented below. The plot of your adventure adventure play time in the description of the adventure.
must include some aspect of Spelljammer as an integral part Using Monsters. Monsters from Monstrous Compendium Vol 1
(using monsters from Boo’s Astral Menagerie does not fulfill (D&D Beyond exclusive), Boo’s Astral Menagerie (part of
that requirement by itself). the Spelljammer: Adventures in Space product), Fizban’s
Treasury of Dragons, the Monster Manual, and
Mordenkainen Presents: Monsters of the Multiverse can be
TECHNICAL INFORMATION sources for creatures and NPCs. Stat blocks must appear as
A template is provided for use, including the Community printed. Note that if you are using an NPC stat block and
Created D&D Adventurers League logo. You must use this need to add racial abilities, you can annotate it in the body
template, and follow the formatting standards as presented text as follows: "Hurgett is a gnome cult fanatic with the
in the template. This logo must appear on your adventure following characteristics: size Small, speed 25 feet,
(see “Additional Guidelines” below). You should be familiar darkvision 60 feet, and knows the languages Gnomish and
with the D&D Style Guide (also provided) as well. Please Common." If a monster possesses spells and you want to
review the Wizards and the DMsGuild Content Guidelines. swap one or more spells, the new spells must come from
Only you (or a co-designer) can Dungeon Master your the Player’s Handbook. Innate spellcasting features cannot
adventure until it is published in the Dungeon Masters Guild. have their spells swapped.
Publishing. If you intend to publish your adventure on the Include the spell changes in your annotated summary of
Dungeon Masters Guild, adventures supporting The Astral changes – do not change the stat block. This information
Adventuring Guide season must appear for sale by August 31, may also be presented below the stat block.
2023. There are no exceptions to this rule. If you do not Spelljammer Races as NPCs. For this series of adventures,
publish your adventure you can continue to Dungeon Master NPC stat blocks that have the requirement that the
it through December 31, 2023. After that time, unpublished creature is humanoid may also swap to any of the
adventures are no longer available in the D&D Adventurers following races in addition to any humanoid races:
League. autognome, plasmoid, and thri-keen.
Accessibility. There is also the option for producing a more Adventure Setting. Traveling to places outside of Toril via
accessibility-friendly version of your adventure. Wildspace and/or the Astral Sea must be a primary aspect
Art and Graphic Design. Your adventure must follow the of the adventure. You may use Realmspace. a Wildspace
template provided for layout, but may include art and other system you create, or the ones presented in the
graphic design elements subject to the terms and conditions Spelljammer adventure. The adventure could take place
of the DMsGuild support site, which has information on entirely in Wildspace or the Astral Sea.
content, format, art, and various other common creator
questions.

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)

TABLE D: VERY RARE ITEMS


D12 Item
Ghost step tattoo (TCE)
1
Ioun stone (insight)
2
Ioun stone (leadership)
3
Staff of striking
4
Frost brand
5
Instrument of the bards
6 (Anstruth harp)

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

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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.

TIER 1 SPELLJAMMER ADVENTURE SEEDS


Adv. Seed Title Unexpected Passenger Adv. Seed Lvl Range 1–4
Adv. Seed Hook The characters encounter a surprisingly tiny asteroid floating in Wild Space bearing a marooned spacefarer.
Unbeknownst to the characters, this unusual person is possessed by the ghost of a malevolent pirate.
Adv. Seed Rewards Two-Hour Adventure: bead of nourishing, four +1 sling bullets, potion of healing, chest of preserving
Four-Hour Adventure: as above plus alchemy jug

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.

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Dungeoncraft Adventures: Spelljammer: Adventures in Space 4

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