Voyage on
Astral Seas
WRITTEN BY
Ryan Servis
PRODUCED BY
2CGaming, LLC.
© 2CGaming, LLC. All Rights Reserved. Voyage on Astral Seas v1.0 digitally published November 2017, by 2CGaming,
LLC. The 2CGaming logos and name, the book name (Voyage on Astral Seas), and the series name (Epic Legacy),
are protected by appropriate copyright and trademark. Any reproduction or unauthorized use of material contained
herein is prohibited without the express written permission of 2CGaming, LLC. or its authorized representatives.
Kadin De Jong (Order #27411704)
AUTHOR
Ryan Servis
EDITORS
Jonathan Kelly, Steven Gordon
ARTISTS
Ambrose Hoilman (Illustration), Daniel Kamarudin (Illustration),
Kadra Alvaro (Maps), John Cason (Graphic Design)
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Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Table of Contents
Voyage on Astral Seas 3
4
adventure outline
5
getting started
6
part one: a sea of stars
7
part two: x marks the spot
18
part three: beneath the black god’s eye
20
Appendix A: Davy Jones
23
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Adventure Outline
Voyage on
Astral Seas
Welcome to the final installment of the three- your ongoing epic adventure feel free to do so, but
adventure module for 2CGaming’s Epic Legacy know that most adventure’s leading up to a Mythic
project, Voyage on Astral Seas! This module is intended monster will typically take far longer than this
for four 26th level characters as they advance their module will provide. In addition, this story can act as
powers and engage in higher tiers of epic level play a continuation from our 24th level adventure, Trouble
and will typically run between two to four sessions in Paradise. All that is required to continue from that
of gameplay. To run this adventure, each player and point is level the players up to 26 using the assets
the Dungeon Master (DM) should have a copy (or be found in the Epic Legacy Player’s Guide. Then they may
able to share) a copy of The Epic Legacy Player’s Guide have a chance against the wrath of Davy Jones and his
4 which is available at http://www.2cgaming.com/ overbearing master, the Black God.
epic-legacy
In this tale, the players will journey into the darkest
This module is intended for DMs, so players, to avoid corners of the Astral Plane in search of Davy Jones,
spoilers, make sure to hand this off to your Dungeon who has plagued powerful travelers for centuries
Master. It is strongly recommended for this level at the helm of his unstoppable spelljammer, The
of play that the DM take the time to review both Mourning Star. Until now, none have been able to
The Epic Legacy Player’s Guide and Voyage on Astral catch Jones, whose ship is an mythical artifact from
Seas thoroughly before running this module, as the a technologically advanced race long forgotten,
former contains a plethora of mechanics and features capable of interplanar travel, astonishing speed, and
that will make an appearance throughout the module, devastating firepower. Fortunately, the players have
and the latter contains specific details of encounters joined forces with another spelljammer, captained by
and roleplay mechanics needed to run an epic game Vance “Stormroarer” Breig, who has agreed to hunt
properly. Especially at 26th level, Epic Legacy enhances Jones down and put an end to his piracy once and
5th edition gameplay as you guide players through for all.
some of the most challenging and epic adventurers
they have ever faced. However, there is more to the story then a pirate
that must be caught. Jones lurkers within the Jade
If you are running Voyage on Astral Seas as a one-shot Maelstrom, a section of the Astral Plane that is
adventure, don’t worry about developing an entire extremely difficult to navigate and fraught with
backstory to motivate the group, and certainly don’t danger. To catch him, the party must apply their
force your players to develop their characters stories wits and epic abilities to avoid falling prey to the Jade
from levels 1 to 26. All parties should be aware of Maelstrom, all the while the power of the Black God
what you are getting into. If you wish to add this into looms in the shadows ready to enslave new victims.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Adventure Outline
The convoluted and ever changing nature of the Jade sergeant Will “the herald” Barker, and helmswoman 5
Maelstrom also means that withdrawing from the Ricker are more than happy to show curious players
hunt will squander any progress made. The player’s around, and even teach them a trick or two about
will have to slog it out and run Jones down with all serving aboard the strange spelljammer.
the fury they can muster.
Once the party is ready to embark upon their
adventure outline journey, they will have to battle the chaos that
forms the perimeter of the maelstrom, shielding
Voyage on Astral Seas contains a simple premise that the ship from damage and struggling to stay on
characters from all levels to relate to. There is a foe course. Once they are in the clear, several points of
that must be stopped, and the players are the only investigation become evident in the relative calm of
ones with the will, means, and daring to do it. There the maelstrom. Firstly, the rotting corpses of giant
is not much of a world to explore, only the fury of star faring beasts serves as bait to lure intruders
the Jade Maelstrom. While certainly the players have into a pitched battle with Astral Dreadnoughts.
the ability to explore other areas of the Astral Plane, Secondly, an abandoned member of Jones’s crew
only with the help of a Spelljammer do they have a left adrift can be interrogated to learn the role
chance of catching Jones. This forces a partnership the Black God plays in Jones’s curse, as well as
with Vance and puts them on a timetable of about provide additional details of Jones himself. Finally,
one week. With these limitations in place, the players a shrine to the Black God is where a dark ritual
should feel free to cut loose with some of their most can be performed to gain access to the Eye of the
terrifying abilities. There are no entities in the Jade Maelstrom, where Jones stands ready to give the
Maelstrom worth protecting, no nature to preserve, gift of battle unto his enemies.
or even hidden allies, so massive collateral damage
or dangerously powerful magic is encouraged! If Part 2: X Marks the Spot
the players feel like they need more incentive to go
after Davy Jones, feel free to add your own twist. Jones has been found, now he must be slain. If
Jones’ has been plundering for hundreds of years, so only it were so easy. As the Thunderweaver rides
he could easily have any item the players may want. into the eye of the storm, the Mourning Star meets
Alternatively, more than a few incredibly powerful the intruders head-on, engaging in pitched battle.
beings could want the dread pirate dead for various Players must struggle to keep their ship space-
reasons, so tie them into your story as you see fit. worthy while crippling the Mourning Star, ensuring
Jones cannot escape. Unfortunately, Jones’s crew is
Part 1: A Sea of Stars well-equipped and battle-hardened, dealing death
left and right between swigs of rum. While Jones will
The players begin their journey on the edge of a not yet enter the melee, he commands his crew with
terrifying obstacle of cosmic proportions. The Jade astonishing skill. This encounter has several unique
Maelstrom looms large, but the party has a chance mechanics and features involving the spelljammers.
to collect their wits and steel themselves for the You will want to become very familiar with how
rigors to come. The group can take the time to this encounter works to maximize the chaos of the
learn of Vance “Stormroarer” Breig and his crew, battle and it’s pirate flair.
perhaps even making a few friends and emotionally
connecting with the ship. Dubbed Thunderweaver, Part 3: Beneath the Black God’s Eye
this ship has a colorful combination of crew and
weapons that a familiar character can make better Tired of being an observer, the Black God has taken
use of in the trials ahead. First mate Thrash, gunnery matters into its own hands by forcing Jones to
engage in brutal combat. As the god recalls Jones to
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Getting Started
its altar, the players have a moment to catch their Magic Items From Previous Stories
breath before engaging him in a final battle. While
the encounter is challenging in the extreme, a clever If your players recovered magic items from the
previous adventurers the Frostpine Horror and Trouble
party with strong teamwork can lay Jones low. Like in Paradise, you do not need to provide them with
all mythic encounters, Jones is very complicated,
additional legendary items. If your players managed
utilizing an impressive tool chest of pirate weapons to recover the Mythic Artifact, Grasp of the Pharaoh,
and cunning strategies to keep parties on their note that not enough time has passed between then
toes. The best way to prepare for this encounter and now for them to be attuned to its power, though
is treat Jones like a character for you, the DM, to it still provides incredible benefit. Also if this item is
play, necessitating a thorough understanding of in their possession, you are encouraged to make this
module as difficult as possible.
his ins and outs to maximize his potential. Mythic
encounters are designed to have a reasonable chance
of killing an entire well-prepared party, so make Once your groups is ready to roll, read to them the
sure to establish how difficult you want to make following excerpt:
Jones before you get things going.
As you step through the planar gate and into the
getting started Astral Plane, your feet tread upon firm wood and
an astonishing sight meets your eyes. Dashing to
and fro with frenzied vigor works an entire crew
The party should have time to make any preparations of bronze dragonborn of various sizes, shapes, and
before joining Vance Breig on the Astral Plane, so genders, all utilizing incredible skill and teamwork
be sure to afford them the time to cast ritual spells, as they perform their duties aboard the spelljammer.
6 acquire (reasonable amounts) of minions, and other With an air of annoyance many of them brush
accessories. Those that wish to learn of Davy Jones past you in a rush to complete their duties, and
via magic or History ability check of 20 or higher can mutterings of “landlubber” and “scrub” do not escape
learn of his background, but avoid specific details your notice. However, a broad chested dragonborn
about his abilities and those of his spelljammer. Feel with an absolutely magnificent admirals hat and
free to tell the legend of Davy Jones (See appendix A.) wide smile steps up from below decks and roars his
to players who spend enough effort inquiring about approval at the sight of you. “Welcome aboard the
their foe. As Epic characters, your players should Thunderweaver! Give me but a moment to finish
have access to a huge amount of resources, but for securing the munitions and I will join you!” Before he
simplicity’s sake impress upon them that the cargo disappears back below decks. The spelljammer itself
hold on the spelljammer is limited and it is regrettably is of masterful design, its hull reinforced with steel
impractical to bring hordes of allies or resources. and adamantine, bolted to a frame of tan soarwood.
In addition, no epic adventure is complete without Two massive harpoon launchers occupy the main
magical equipment, so consider equipping each of deck, with a line of four arc thrower cannons gracing
your players with the following magic equipment if the deck on the starboard and port sides. Towards the
they do not have their own already: rear a well fortified captain’s cabin, officer quarters,
and war room take up the space of a small house
• 1 legendary non-artifact, non-sentient magic two decks tall. The ship’s size indicates the presence
item of their choice of three additional decks below the main, all abuzz
• 1 very rare magic item of their choice with a flurry of activity, and a conservative estimate
• 1 rare magic item of their choice would put the crew at nearly 100 souls. The ship’s
• 1 uncommon magic item of their choice engines hum with a audible grumble, but travel
through the starlit sea is smooth and elegant in stark
contrast with the ruggedness of the crew.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
part one: The Tale of Vance “Stormroarer” Breig 7
a sea of stars
If the players learn Vance’s story, read the following:
Life aboard a spelljammer is tough, even for this
swarthy crew of dragonborn. The ship is kept at Few choose the nomads life aboard a ship, and fewer still
constant combat readiness, as alien oddities, magical aboard that of a spelljammer. Among the daring captains
phenomena and piracy are constant threats to even that sail the stars is one Vance “Stormroarer” Breig, who
the most experienced crew. Each crew member with his spelljammer the Thunderweaver has gained
has a clear understanding of his or her duties for a particular notoriety for his noble character and swarthy
huge variety of scenarios, and are expected to follow demeanor. Vance was a naval captain for a powerful
orders to the letter. While mostly a collection of island nation whose masterful skill and inspiring courage
good creatures, the dragonborn crew are extremely made him quickly promoted to the rank of admiral as he
practical, having little patience for those who waste commanded entire fleets against pirates, sea monsters,
time with flowery words, hidden intentions, or half and the fury of the sea. While his career enjoyed immense
baked ideas. That said, none of the crew have before success and his popularity amongst the people was great,
braved the Jade Maelstrom, or faced the likes of Davy Vance longed for an adventure he could not tame, that
Jones. The mood is grim and determined, tempered challenged him daily so that he could never let his guard
by discipline. It is clear from the start that the players down. In secret, Vance commissioned some of the most
are not treated as part of the crew, but rather as cargo inspired artificers he could find to begin construction
to be delivered to Jones’s location to enact his demise. of a spelljammer like no other that could overcome any
obstacle and weather any storm. Financed by his pension,
Sailors of Salt and Steel Vance told only his closest friends and crewmates of his
aspirations, and on the 18th year of his service, announced
Vance is a naval veteran of over 30 years. In that his retirement in a most spectacular fashion. Gathered
time he has made and lost many friends, so while before a crowd of admirers, fellow officers, and nobles,
he makes a good first impression, it takes time for Vance simply raised a great stein of grog, downed it in a
Vance to care deeply for anyone who is not his crew. single gulp and waited. Seconds later, the newly completed
Consequently, Vance sees the situation between Thunderweaver roared overhead, lightning being cast
the crew and the players as one of mutual gains. from its arc throwers as it scorched the air. Turning to
Both groups have unique skills that are required to the crowd, Vance roared in triumph as he leapt aboard,
handle Jones, so an alliance is only natural. Helpful directing his ship skyward toward greater glory. All
players can gain Vance’s friendship, while arrogant present understood Vance’s gesture, no words need to
characters will be kept at a healthy distance. A player be said, and as they shouted his name toward the sky a
who succeeds on a DC 22 History ability check has toothy smile appeared on the captain’s face. Years later,
access to special information that may contain a Vance’s name has only grown more famous as he ventures
record of this particular spelljammer, can recall the to worlds unknown in a life of perpetual adventure. Only
tale of the Thunderweaver, its crew, and notably recently has Vance turned his eyes toward the threat
Vance “Stormroarer” Breig (see associated sidebar). of Davy Jones, who had raided and slain the captain
of another spelljammer who Vance greatly respected.
Soon after the players board, Vance approaches them, Whether or not Vance can attain the notable achievement
briefing them on the situation and the perils they will of defeating Jones remains to be seen.
face ahead. Vance is a toothy bronze dragonborn
with an elegant blue admiral’s coat and magnificent that would preclude this) and is very impressed by
matching hat. He is quick to compliment the players
for their skill and strength, having heard of their many any flamboyant or well- crafted headgear they might
notable achievements (unless they have epic features
wear. Vance does not sit idly when he converses,
encouraging the player characters to walk with
him as he moves about the ship, interrupting the
conversation to bark orders, compliment his crew, or
even lend a hand with a task or two.
“Ahoy champions! As you can see, we are all
busy making preparations for entering the Jade
Maelstrom, but rest assured this old girl could carry
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
us into the heart of hell if we so wished. Nevertheless, Now, I must attend to the preparations, but please
the task before us is not one we take lightly. Each join me on the main deck when we reach the Jade
member of my crew is ready for the worst and we Maelstrom so that I may address the crew.
understand that beings such as yourselves fight at a
level that is above our pay grade. My sailors will do At this point, players seeking information about what
their best to stay out of your way and handle their faces them can ask around, though detailed information
own problems so you can focus on the task at hand. on the Jade Maelstrom is scarce, as is information on
I ask that you respect this commitment, and if you Davy Jones. The crew refers to both of these obstacles
have to choose between getting closer to Jones and the in metaphor, describing the maelstrom in such terms
wellbeing of this crew, you choose the former. BUT! as “thunderous death” and Jones as a “scourge of the
(Vance shouts with a chuckle), let us not forget this stars”. Magical assistance can potentially afford more
will be an adventure for the ages that any would detailed information as you see fit, but keep in mind
be honored to be apart of. In about 8 hours we will Davy Jones is a mythic monster hundreds of years old,
arrive at the Jade Maelstrom, so any preparations so do not give up his legend or details easily.
that will aid in the defense of this ship and its crew
would be most welcome. If you wish to get your Noteworthy aboard the ship are three officers
hands dirty and rub shoulders with the crew, I that the players can interact with to gain insight
encourage you to seek out my officers who can show about the spelljammer and its operations. First
you the ropes and teach you a few useful tricks. mate Thrash, gunnery sergeant Will “the herald”
Officers of Thunderweaver
8 Helmswoman Ricker: A small Dragonborn with unless they extend the hand of friendship. Thrash can
a slight build, Ricker guides the Thunderweaver with teach any who ask about the disasters that can occur
her peerless navigating skill through some of the most aboard the Thunderweaver during combat (see combat,
trying of circumstances. While she is not much good below), as well as some useful tips for how to handle
in a fight, Ricker can always be counted on to found them, including the Repair Crews Vehicle Action the
the quickest and safest path through any obstacle as she Thunderweaver is able to take.
barks orders to her engineering crew. The players are
not the first epic characters Ricker has encountered, and Gunnery Sergeant Will “The Herald” Barker is
she is quick to point out they are not the “biggest Roc in a man who speaks softly, and carries a big gun. He
the skies” should they disrespect her or the ship. Players can always be counted on to unleash hell upon the
who seeks Ricker’s wisdom can learn of some details enemies of the Thunderweaver. With his shining armor
Ricker has on the Mourning Star which only a masterful and broad shield, “The Herald” stands shoulder to
shipwright could know. Grimly Ricker will explain that shoulder with his men as they fire their arc throwers
the Thunderweaver is outmanned and outgunned, taking in blistering waves of destruction. Will Barker takes
care to detail the arcane damage the Star’s cannons can a more proactive approach to the player characters,
deal. However, Ricker notes that the Thunderweaver can seeking to learn about their abilities, particularly
outpace the Mourning Star, so once the spelljammer is in any that have notable destructive potential. He can
sight there will be no escape for Jones. sometimes come off as rude, and notably pays less
attention and respect to those lacking in powerfully
Thrash, First Mate: A large female dragonborn clad destructive abilities. Remarkably proficient with the
in ornate leather, Thrash is a Rogue Mastermind unique weapons, Will Barker can be counted on to
of considerable skill, who has led the crew of the teach any who will listen about Integrity in combat
Thunderweaver through innumerable trials. Quick of aboard a spelljammer, including illustrating how
both tongue and blade, Thrash is quick to administer it functions mechanically as well as how much the
a hearty slap to those that move too slow, though is Thunderweaver possesses. He can also be counted
careful to make sure she is not overly harsh. Thrash is on to give a glorious lecture about the Broadside!
shrewd enough to truly appreciate just how powerful vehicle action and its many virtues when it comes to
players are and will stay reserved when speaking to them annihilating one’s enemies.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
Barker, and helmswoman Ricker are more than THE THUNDERWEAVER 9
happy to show curious players around, and even Titanic vehicle, unaligned
teach them a trick or two about serving aboard
the strange spelljammer. The officers are too busy Armor Class 24 (Armor)
to delve deeply into their backstories, but can
teach any player about the kind of duties the crew Integrity 30
has aboard the Thunderweaver, particularly when
it comes to combat. The officers serve as a way Speed fly 200 ft.
for you to introduce same basics of spelljammer
combat to your players, so be sure to give at least Damage Resistances Cold, force, lightning, thunder,
some detail on the mechanics entailed (such as the bludgeoning, piercing, and slashing from non-magical
function of integrity, or the effects of disasters that weapons
can occur when the spelljammer takes damage). The
sidebar, “Officers of Thunderweaver”describes their Damage Immunities Poison, psychic
characters in more detail.
Condition Immunities The Thunderweaver is
The Thunderweaver immune to conditions and epic conditions, except
the ignited1 Epic condition which deals one point of
The Thunderweaver is a spelljammer of considerable integrity damage on its first vehicle action per turn.
complexity, with a unique stat block and combat
properties to facilitate dynamic and fun vehicle to Vulnerabilities Acid
vehicle combat. The deck of the Thunderweaver is
40 ft. wide and 90 ft. long, with a height of over 25 Vehicle Actions On initiative count 20 and 10, as long
feet. During combat, if the Thunderweaver reaches as the Thunderweaver has at least half of its crew able
20 integrity, one of its officers is killed (random) bodied and has at least two officers, it may take a vehicle
and the crew’s numbers are reduced to 75%. If the action. The player characters may elect someone to take
Thunderweaver reaches 10 integrity, another officer control of the ship. If they do not, Vance manages its
is killed (again, random) and the crew’s numbers are actions.
reduced to 50%. When the Thunderweaver reaches • Broadside! The Thunderweaver makes a broadside
zero integrity, the spelljammer is scuttled, unable to
take any actions or move, simply becoming a floating attack against up to 5 separate targets within range,
wreck, causing the death of captain Stormroarer none of which can be smaller than Huge. Ranged
and reducing the crew’s numbers to 25%. Weapon Attack +15 to hit, reach 600 ft. One target. Hit
28 (7d8) bludgeoning damage and 28 (7d8) lightning
The Jade Maelstrom damage, or 2 points of integrity vs vehicles.
The Jade Maelstrom’s perimeter is a massive • Repair Crews! Crewmembers scramble to repair
stormfront that even Epic characters should find damaged systems and vital components. The
mildly concerning. Vance’s plan to sail boldly Thunderweaver gains one point of integrity and ends
through this obstacle to reach the relatively safe any ongoing disaster effects and conditions/epic
inner storm is a dangerous one, and something conditions.
the players should consider making preparations
for. If the party takes this threat lightly, be sure • Get off my Ship! The Thunderweaver’s crew repels
to mention audible concerns and fear the crew of boarding action, granting all hostile targets aboard
the Thunderweaver speak about on a consistent the Thunderweaver Epic disadvantage on their attack
basis. Once the player’s have had a chance to gather rolls and saving throws until the next initiative count
10 or 20 (captains choice).
Spelljammer Properties The Thunderweaver has
unique properties being a spelljammer, including
generating its own gravity, with “down” being
determined by the orientation of its deck. It is unable
to be affected by any spell or ability that causes a
creature to make an intelligence, wisdom, or charisma
saving throw. In addition, It automatically fails any
Strength, Dexterity, and Constitution saving throws,
but cannot be affected by any spell or ability that
cannot affect unliving targets. Finally, its movement
speed cannot be reduced by non-Deific means and it
cannot be critically hit.
Repairable As long as there is an able bodied crew
available and the Thunderweaver has at least 1 point of
integrity, it is able to be repaired. The crew can restore
5 integrity over the course of a short rest, or 10 integrity
over a long rest.
1At the start of your turn, you take fire damage equal to your hit dice.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
themselves, make preparations, and consider Vehicle Integrity
strategies, read to them the following text as the
spelljammer approaches the Jade Maelstrom. Integrity is how well the vehicle is kept at operating
efficiency. This value represents both the structural
Suddenly a cry echos about the deck from a lookout integrity of the vehicle and the health of its crew.
perched upon the prow. “Make ready captain! The An attack that kills 10 crewmembers working the
Maelstrom is near. By the nether what a storm!” As rigging is just as likely to reduce a vehicle’s integrity
you pear over the deck you see a massive stormfront as blowing a orc-sized hole in its side. In the case
miles in diameter loom before you, a spherical of the Thunderweaver, if its integrity is reduced
mass of jade green clouds that crackle with purple below 20, its maximum integrity becomes 20. If
lightning bolts and elemental energy. Even from the Thunderweaver’s integrity is reduced below
here the static makes your skin crawl, and even a 10, its maximum integrity becomes 10. Only a
fool could sense the frightening power at work to fresh batch of officers and crew are able to restore
generate such a hurricane. the spelljammer to its full functionality, restoring
its maximum integrity to 30 with the additional
personnel and a day’s worth of work for each point
of integrity missing (barring magical repairs).
Captain Vance strides to the front of Thunderweaver • Unless stated otherwise, for every 40 points of
and turns to face his crew, clearing his throat for damage dealt in a single instance remove 1 point
attention, which causes them as one to turn and face of Integrity from the Thunderweaver.
him, straight backed and proud. • Every time the Thunderweaver loses 3 integrity in
a single instance from damage or ability, a random
“Aye lads, feast yer eyes on one of the greatest Disaster occurs from the Disaster table. When
terrors of the Astral Sea that has claimed the lives a Disaster occurs, roll a 1d6 and implement the
10 resulting effect described in the Disaster table.
DISASTER TABLE RESULT
1. Munitions Explosion All within a 15x15 space must make a Dexterity Saving throw of DC 24 or take 35
(10d6) lightning damage. A successful save halves the damage.
2. Deck Fire Two 5-ft. squares aboard the Thunderweaver erupt in flame, dealing 9 (2d8) points of
fire damage to any in those squares, and any who start their turn in them as well. On
initiative count 20, the fire spreads to a random adjacent square.
3. Pitch and Roll The ship pitches and rolls, knocking crewmembers off their feet or overboard. Any
creature standing on the deck of the Thunderweaver must make a DC 22 Strength saving
throw or be knocked 15 ft. toward the closest edge of the ship. A successful save knocks
the creature prone instead.
4. Misfire An Arcthrower misfires, making an attack roll against the nearest player character.
5. Magical Mayhem The spelljammers innate magic interferes with any ongoing magical effects. Characters
6. Gravity Overload with spell slots must make a DC 24 Charisma saving throw or lose a non-Epic spell slot of
their second highest available slot and take 1d6 points of arcane damage per slot level.
The Gravitational drive of the Thunderweaver overloads, dragging the crew to the deck.
Any creature within 30 ft. of the Thunderweaver takes 23 (5d8) points of force damage and
must succeed on a DC 20 Strength saving throw or be restrained and prone until the end
of their next turn, dragged to the deck of the Thunderweaver by the surging gravity.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
of many a spelljammer crew. It chews ships up, “Ha! Let us not forget that with us we have the
scorches their decks with lightning, pummels them mightiest beings to ever to grace the Thunderweaver’s
with arctic cold and sears their hull with nether noble prow. Champions I reckon deal with storms
fire. Its enough to make any sensible folk tremble such as this with their morning grog! What say you
in their boots. IT’S A GOOD THING THEN, LADS champions?! Will we meet with a dark fate this day?
AND LASSES, THAT WE BE NOT SENSIBLE
FOLK. AND WE DON’T WEAR BOOTS! (A Once the speeches have been made, the crew
hearty laugh and roars of approval echo around scrambles into position as Thunderweaver enters
the deck as the Dragonborn stamp their clawed the Jade Maelstrom. The player’s should have a few
feet.) Aye! This old girl (at this the captain pats minutes to make any final preparations as they head
the ship’s railing affectionately) has many voyages into the storm, but they should note that most of the
left in her still, and is too damn tough for even the crew takes shelter below decks, with only the most
likes of that roiling beast. Together, we will guide hearty of them staying above to man essential systems.
her with valor in our hearts, salt in our blood, and The player’s can choose to take shelter below decks as
skill in our hands so that we may deliver Davy well, but they should get a note of disappointment
Jones unto the blackest hell.” from Vance as he expects them to assist with the
coming magical onslaught the storm brings.
If the player’s wish to make a speech, or are
charismatic enough to want to attempt one, allow The effects of the Jade Maelstrom take place over
them to interject with some words of their own, six grueling rounds. When playing an effect of the
much to Vance’s approval as he states: storm, announce the Storm’s description at the top of
11
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
the round before any player has had a chance to act. breeze. Its dull roar is audible at the distance of several
The effect should then take place on initiative count miles, accompanied by lightning arcs so large that
10, giving players a chance to prepare if they rolled they could split the Thunderweaver in two.
decent initiative. Player’s may have creative solutions
for dealing with the natural phenomena of the Jade Once the players have cleared the perimeter of the
Maelstrom, so be sure to reward creative or brilliant Jade Maelstrom, they find themselves in an area
defenses with advantage or automatic successes on of relative calm. The crew of the Thunderweaver
saving throws versus the respective abilities. For each quickly moves to make any repairs and Captain
round of the storm the Thunderweaver faces, it loses Vance begins scanning the horizon. At this point,
one point of integrity (potentially causing disasters). provide the players with a map of the maelstrom
If the players take shelter below decks (an act that (As detailed on page 11). Characters can take a short
sure to be frowned upon by the dragonborn crew), or long rest while in this area of calm, but Captain
the Black God takes its rage out on the deck of the Vance is quick to remind the party that every
Thunderweaver, dealing 2 points of integrity damage hour they waste is precious, for his crew cannot
per round to the Thunderweaver as long as there is handle the rigors and psychological stress of the
not a single player character present on the deck to surrounding environment as they can. In addition,
face the god’s divine wrath. Vance will consult with the players about which
landmark they wish to visit first, each of which
Once all six rounds of the Jade Maelstrom have has its own encounter for them to experience. The
passed, read to your players the following segment to landmarks the players can visit include the Flipping
introduce them to the locale and surrounding features. Coin, Leviathan’s Lament, the Fractured Apex, and
the Eye of the Maelstrom. Captain Vance is content
12 The Thunderweaver’s prow pierces through the to keep his crew on board while the players explore
clouds and a strange, alien sight meets your eyes. The these landmarks, noting that his crew’s expertise is
interior of the maelstrom is mostly clear, with a few aboard the Thunderweaver, and will most likely get
large wisps of green cloud trailing around in a great in the way elsewhere.
spiral. Nearly seven miles in diameter, the storm is
not without its landmarks. Jade Maelstrom Traits
Nearby, a large flat island of rock the shape of an Why not teleport?
oversized coin spins slowly in the distance, as if some The Jade Maelstrom perimeter is not a natural
giant being had tossed it into the air on a whim. storm. Instead, it is malevolent elemental energies
Over in the northwestern end of the maelstrom floats harnessed by the Black God to give its thrall, Davy
a body the size of a small city, a mixture of fins, Jones, a safe haven to return to. Treat the Jade
tentacles, and considerable bulk in a whale-like shape. Maelstrom as a Deific spell effect, unable to be
Even at this distance you can tell the creature is dead, dispelled or interfered with by even Epic abilities.
but by what hand you cannot tell. At the opposite Like the Astral Plane in which it occupies, the
Jade Maelstrom has no gravity, and any adrift in
end of the Maelstrom rests an ominous structure of the storm are able to move in a direction of their
black crystal in strange geometric patterns that are so choosing at ¼ speed or their fly speed (if they have
complex and convoluted your eyes ache at the sight one). In addition, planar, intradimensional, and
of them. However, a slight glint of metal catches your magical travel into and out of the Jade Maelstrom is
impossible. Should any attempt to do so, consider
eye, accompanied by thoughts of pirate treasure. allowing Davy Jones to use his Fiddler’s Green
regional effect to lecture the players on such a
Lastly, at the center of it all lies the eye of the bold but foolhardy attempt. Furthermore, even
Maelstrom, a whirling vortex that makes the a gate spell is insufficient for transporting the
stormfront you just passed through look like a calm Thunderweaver, a key asset in this adventure.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
JADE MAELSTROM WEATHER EFFECTS 13
Round 1: Purple Lightning
Description: As the Thunderweaver enters the Jade Maelstrom, the winds reaches a staggering speed, blasting anything not tied down
from the deck. Suddenly, arcs of purple lightning lance the deck and the hull sparks with electricity. It seems as though the lightning is
guided by some intelligence, seeking you out with a unbridled fury.
Effect: All player characters must make a DC 26 Dexterity saving throw or take 78 (14d12) points of lightning damage, or half
as much on a success. If a character is within 15 ft. of another character, the lighting arcs between them, increasing the damage
by 26 (4d12) for each character within 15 feet.
Round 2: Nether Meteors
Description: After the lightning abates, massive boulders appear in view, blazing with blue nether fire. The wind turns as if on its own
accord, and the blazing meteors streak toward the deck, heralding destruction.
Effect: Eight large meteors close on the Spelljammer, each of which are spaced 120 ft. in front of the ship and 30 ft. apart. Each
meteor deals 14 (4d6) fire and 14 (4d6) bludgeoning damage to all on the deck when they strike Thunderweaver. Players that deal
50 damage to the meteors with attacks or spells cause them to shatter into harmless fragments.
Round 3: Gaze of Evil
Description: Through the cutting winds you can just make out a pair of eyes of tremendous size and malevolent nature. The being is
divine, but undeniably evil, and unquestioningly aware of your presence.
Effect: Even being witnessed by the Black God is extremely dangerous. Players must succeed on a DC 26 Wisdom saving throw
or gain the tainted2 Epic condition. At the end of each affected creature’s turn it may attempt a new save, ending the effect on a
success. A successful saving throw against the initial effect causes the tainted Epic condition to last only until the end of the next
round, expiring for that creature afterwards.
Round 4: Freezing Winds
Description: The fury of the storm suddenly fades, no wind blows nor lightning strikes. Instead, the air grows so cold as to cause any
standing liquid to freeze and your breath catch in your chest. In seconds, the cold threatens to freeze you where you stand.
Effect: The freezing winds whirl around the player characters seeking them out by the will of the Black God. Player’s must
succeed on a DC 26 Strength saving throw or take 44 (8d10) points of cold damage and become paralyzed as they are frozen
in place until the end of the next round. A successful saving throw halves the damage and prevents the paralyzed condition. A
player can be freed from the ice by dealing 50 points of damage, or 25 points of fire damage to it.
Round 5: Deafening Thunder
Description: A peel of thunder rips through the air, so close as to nearly knock you off your feet. As you gather your bearings, a second
rumble indicates another blast is imminent.
Effect: The deafening thunder is a devastating blast that is sure to knock a few teeth loose, casting the Epic spell sonic boom (as
a Deific effect) at the center of Thunderweaver’s deck with a spell save DC of 26. This effect does not damage the ship, therefore
leaving the integrity unaltered.
Round 6: Acid Rain
Description: First a drop, then a torrent, and finally a deluge of acid rain sweeps toward the Thunderweaver, bleaching the deck and
threatening to melt you where you stand.
Effect: The acid is difficult to withstand, forcing players to make a DC 26 Constitution saving throw or take 70 (20d6) points of
acid damage, or half as much on a success. In addition, those that fail are scared by the acid, causing their hit point maximum to
be reduced by the same amount for one hour.
2 You are vulnerable to all damage during this time and allied single-target spells cannot be cast on you.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
The Flipping Coin - A Traitor Marooned • Jones currently hides inside the Eye of
the Maelstrom, which only the Black God
As the group approaches the Flipping Coin, read can abate. The Black God is aware of your
the following text: presence, but it is likely Jones is not. The
Fractured Apex is the home of the Black
As the Thunderweaver nears the spinning island God, who is trapped within its crystalline
you can make out a single humanoid figure, flat structure. If the players wish to parley with
on his back as the island revolves slowly. As you the Black God, that is the place to do it. This
disembark, you immediately notice the island has course of action is advisable, since the Black
its own gravity, and the figure to be that of a pirate God controls the Jade Maelstrom, including
bearing the emblem of the Mourning Star. As you the eye of the maelstrom in which Jones
approach, the pirate raises his head to look around currently lurks.
before attempting a swig from an empty bottle of • The pirate can provide specific details about
grog before collapsing in a heap. ` Davy Jones’s tools and equipment (See
Appendix A), including Jones’ ability to
The Cursed Pirate (who has long since forgotten his captain his ship using only his sword.
own name) in this case is a member of Davy Jones’ • Jones and his crew acquire magical treasure
crew who has been marooned on this island for failing to feed to the Black God, who consumes the
to follow orders. The pirate is unarmed and can be magic therein as an energy source to escape
interrogated, and willingly gives up a considerable its prison. While it is still some ways away
amount of information, though giving him a bottle of from freedom, every step closer toward the
an alcoholic beverage will compel him to recount the goal allows the Black God to exert more
14 legend of Davy Jones (See Appendix A for details). influence and power.
Regardless, the pirate will turn traitor and give up
the following information on the condition that the The Fractured Apex
player’s slay him so that he may be reconstituted on
the Mourning Star with a fresh body. The pirate is not As the characters approach the Fractured Apex,
very trusting, but a successful Charisma (Persuasion read the following text:
or Deception) ability check of 22 or higher is enough
to convince him that the players will honor his As the Thunderweaver sails toward the massive
request. The pirate fears little since his existence is crystal, your eyes struggle to determine the
already a living hell, and will not aid the players in details of the strange island. At odds with reality
defeating Jones beyond providing information. around it, the structure is clearly intentionally
designed by forces difficult to comprehend.
• The pirate questioned Jones’ orders because Within its dark facets you can sometimes catch
the Black God often punishes the crew slight movements that could almost be attributed
in lieu of Jones when he does not do as to a trick of the light if not for audible cracks
commanded. Jones actively resists orders as tiny fractures in the structure grow ever
he considers dishonorable, such as slaying wider. At the center of the island appears to be
defenseless beings or unarmed enemies. a makeshift altar of simple stone, surrounded
Because their souls are bound to the by the husks of what was once clearly powerful
Black God through the Mourning Star, the magical equipment from across the planes.
punishments are torturous and extreme to
say the least. Recently, the Black God has The Fractured Apex is both the prison and makeshift
grown less patient with Jones, torturing the temple to the Black God. A place for Davy Jones and
crew more often and horrifically than ever. his crew to return the most valuable loot they acquire
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
on their forays for the Black God to consume. If the Deity’s offer, the Black God becalms the Eye of 15
the players approach the altar, the Black God will the Maelstrom immediately, allowing easy access
speak to them, hoping to replace Davy Jones with to Davy Jones and the Mourning Star via the Naval
a more “pliable” servant. The being itself is a Deity Engagement encounter.
of ancient origin, beyond even the power of most
Epic characters to face in battle. Any characters Violating the agreement with the Black God
possessing divinity or who call upon divine power is a catastrophically bad idea, resulting in the
of their own should be made immediately aware transgressor(v) being the target of a soul harvest Epic
of the severity of this power discrepancy, and take spell at the dawn of every day, which lasts for 24
solace in the fact the deity is currently imprisoned. hours or until amends are made.
The Black God does not converse well, preferring
instead to dictate its desires and expecting the players Bargaining with a God
to comply accordingly. The Black God has trouble
describing mortals in any meaningful way, instead The Black God is not a typical NPC. It is nearly
calling them “things” in a detached description that impossible to deceive, persuade, or intimidate. If
implies a level of smallness. As the players enter the the party wishes to make an attempt to do so, the
structure, read the following text: Black God will accept the following alternatives
to a Charisma ability check (deception, intimidate,
As you approach, a voice issues forth in a persuasion). Each character may make only one such
guttural drawl that seems to come from all check, which requires the player to articulate the angle
around you. “Ahhhhhh, I have not felt things of they take with the Deity.
power in quite some time. New things. Things
who can serve far better. Tell me, things. You • Result of 26-30. The Black God will instead
seek Davy Jones? It is a good thing, for the thing accept the lives of the crew of the Thunderweaver
Jones serves poorly. My power keeps him hidden, as payment upon Jones’s defeat. Something that
but it can be removed. Would the things make a Captain Vance will reluctantly agree to, so deep is
bargain? Face Jones, but know if you fall that you conviction that Jones must be stopped.
will be mine. Spared from death, but soul bound
to bring me things of power until I am freed. A • Result of 31-36. The Black God will instead accept
good deal for things. Offer thing’s prayers to the the prayer of the single most powerful member
Black God, and receive this gift, and this chance. of the party (Something it determines by its own
judgement, though it will typically choose the one
The Black God is offering the players a chance to with the best leadership abilities).
face Jones without enduring the horrors of the eye
of the Maelstrom, though at a price. Offering a • Result of 37 or higher. The Black God will instead
prayer to the Black God is considered a magically accept Jones’s magical equipment as payment, as
binding contract of Deific strength, unable to be well as the wreck of the Mourning Star.
altered or changed by any means. The Black God
fully expects the players to fall in battle with Davy Leviathan’s Lament
Jones, and commits elements of its own power to
help ensure that outcome. Should a player die (even As the Thunderweaver approaches Leviathan’s Lament,
if they posses means of immediate resurrection) in read the following text:
battle with Jones and his crew, their soul is forever
bound to the Black God until it is freed from its As the Thunderweaver nears the floating carcass
prison, acting as its servant and agent throughout of the great beast, a stench of raw flesh and blood
the planes. If at least the majority of the party accepts overwhelms your senses. Once you are past the smell,
you begin to appreciate the forces involved in slaying
such a monster. Cannon blasts scorch its hide on all
sides, and its milky dead eyes betray a hint of sadness
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
and fear in its final moments. The creature itself is Summary
of massive proportions, able to swallow a town in a
single gulp. Captain Vance steps to your side, and A cunning trap laid by Jones who slew the leviathan
offers a sad salute to the creature, stating that this long ago to lure the dreadnought’s here to act as
is the second Astral Leviathan he has seen in his “guard dogs”, this encounter gives the players their
lifetime, and that they are peaceful creatures from first taste of battle aboard a spelljammer. They run
an ancient time. Suddenly, the flesh of the leviathan the risk of causing serious damage to the ship, and
moves, and from beneath its flesh burst three massive potentially losing an officer if the dreadnoughts
monstrosities dripping with silvery gore. Each sports deal enough damage to the Thunderweaver. The
a pair of pincer claws, a massive toothy maw, gigantic dreadnoughts seek to scuttle the Thunderweaver,
round eye in the center of its skull, and a long sinewy then pick off the crew at their leisure, as a fresh meal
body like that of a snake. “Astral Dreadnoughts!” is always preferable to long dead meat.
Captain Vance shouts! “To arms!”
ASTRAL DREADNOUGHT
Gargantuan monstrosity, unaligned
Armor Class 25 (natural armor)
Hit Points 492 (24d20 + 240) ACTIONS
Speed fly 60 ft. Multiattack. The astral dreadnought makes three
STR DEX CON INT WIS CHA attacks: two with its pincer claws and one with its bite
26 (+8) 10 (+0) 30 (+10) 6 (-2) 18 (+4) 6 (-2) Pincer Claw. Melee Weapon Attack: +15 to hit, reach 15
16 Saving Throws Str +15, Con +17, Wis +11 ft., one target. Hit: 30 (5d8 + 8) piercing damage.
Skills Perception +11, Survival +11 Bite. Melee Weapon Attack: +15 to hit, reach 5 ft., one
target. Hit: 73 (10d12 + 8) piercing damage. If the
Damage Resistances psychic, acid
target is huge or smaller, it must succeed on a DC 23
Damage Immunities force Strength saving throw or become grappled by the
Condition Immunities Charmed, frightened, grappled, astral dreadnought. A creature can use its action to
petrified attempt another Strength saving throw to escape the
dreadnought’s grasp.
Sense truesight 120 ft., passive perception 21
Ram. The astral dreadnought moves up to twice its speed
Languages primordial in a straight line. If it comes into contact with a vehicle,
TRAITS it deals 3 points of integrity damage and all aboard that
vehicle must succeed on a DC 23 Dexterity saving throw
Fortification. An astral dreadnought’s body is freakishly or take 11 (3d6) bludgeoning damage and be knocked
tough. A critical hit against an astral dreadnought becomes prone. A successful save prevents the damage and avoids
a normal hit. being knocked prone.
Antimagic Gaze. The astral dreadnought’s central eye BONUS ACTION
creates a area of powerful antimagic that can dispel even
Epic effects. At the start of its turn, if there is a spell Enrage. If the astral dreadnought is prevented from
effect with a duration within 120 ft. that it can see, the moving or acting in a manner it so desires, it may take a
astral dreadnought can target it with beam as if it cast the bonus action to be filled with rage, allowing it to ignore
Epic spell, antimagic ray as a tier 2 Epic spell. The astral any condition, non-Epic spell, or ability that would
dreadnought can only dispel one spell per turn in this impair its movement until the end of its turn.
manner.
Anchored. A astral dreadnought is native to the astral
plane, and its life is tied to its ebb and flow. It cannot be
banished or magically transported against its will by non-
Epic spells or abilities.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part One: A Sea of Stars
ENCOUNTER STATISTICS Hungry and Bored 17
Encounter Level: Epic Challenge 4 If the players do not investigate the dead leviathan,
Terrain Tags: Planar, ship the dreadnoughts may get tired of waiting for their
Favors: High hit points, martial characters, prey to come to them and seek them out. If you
mobile characters feel your players need a challenge or some added
Foils: Crow control, lone-wolves, spellcasters pressure, feel free to have the dreadnoughts ambush
Encounter Weight: Medium them at any point prior to the Naval Engagement
Creatures: 4x Astral Dreadnoughts encounter.
Encounter Weight The Eye of the Maelstrom
While the dreadnoughts hit hard and can give
spellcasters a tough time, they are unlikely to be As the player characters approach the eye of the
lethal to Epic characters. However, players who storm, read the following:
fail to take them seriously run the risk of the
dreadnought’s dealing enough integrity damage to As the Thunderweaver drives toward the eye of
the Thunderweaver to kill an officer and reduce the the maelstrom, Captain Vance orders a full stop
Thunderweaver’s maximum integrity. This will make and approaches you. As you observe the raging
for a far more challenging encounter when the storm, Vance states “I don’t think we can survive
players encounter the Mourning Star. that, but if you have a plan, I am all for it.” As you
consider your options, you notice the storm’s fury
Terrain and intensity is far greater than the experience
The deck of the Thunderweaver serves as the main you had when you first entered the maelstrom.
area of combat, and the ship mostly holds still over Your gut tells you Vance is probably right, but you
the course of the battle. The dreadnoughts should haven’t gotten to where you are by backing down
be considered in combat with the players when they from a challenge. Perhaps there is a way.
come within 120 ft., with Captain Vance electing to
hold fire until he is sure the beasts intend to attack. The Eye of the Maelstrom is extremely dangerous
and the least advisable course of action for the
Tactics players to get to Davy Jones. While the interior
The dreadnoughts immediately close the distance of the eye is calm, this section of the Maelstrom
on the ship, with at least two of them using their will deal catastrophic damage to the Thunderweaver
ram attacks. They shut down any spells that have should it attempt to sail through it. You can run
been made in preparation for their arrival with this encounter similarly to the Jade Maelstrom
their antimagic gaze, and grab any weak-looking encounter, only 2 weather effects occur per round
players in their jaws to tear them to shreds. The of your choice, and the Thunderweaver takes 2
dreadnoughts often take turns between attacking points of integrity damage per round. Vance will
the ship and the players unless a particular foe happily turn back at any time should the players
is dealing considerable damage to them. This change their mind, and will helpfully offer it as
unfortunate soul is often grabbed and dragged a suggestion should they appear to be unsure
overboard, where a pair of dreadnoughts reduce it of the proper course of action. That said, if it’s a
to a sorry excuse for an adventurer. Captain Vance choice between handing their souls over the Black
commands the Thunderweaver skillfully, targeting God and the fury of the Eye, Vance will happily
weak dreadnoughts with its cannon fire and take the later. Should the Thunderweaver and its
repairing his ship when needed. crew survive, proceed immediately to the Naval
Engagement encounter.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Part Two: X Marks the Spot
part two: notably larger and more sophisticated than the
x marks the spot Thunderweaver’s, and a few tracking shots rattle
past your spelljammer as you draw close. Notably
Once the player characters have cleared the obstacle absent from the decks is the form of Davy Jones.
presented by the Eye of the Maelstrom - be it by
bargaining with the Black God or charging in Summary
guns blazing - the only remaining task is to face The battle starts immediately as both spelljammers
Jones in battle, but not before both the crew of the pull alongside one another. Harpoons from both
Thunderweaver and the Mourning Star test each other decks lock the ships together in a deadly struggle, with
in battle. Make it clear to the players that there is survival best ensured by the complete destruction of
nothing left to do, and that they will have little time the other. This battle has several unique mechanics
to rest or make preparations once battle has been that affect both spelljammers, and it should be made
joined. Vance is counting on the players to scuttle clear that the primary goal is to scuttle the Mourning
the Mourning Star before facing Jones, and is quick Star over the course of the encounter. In addition
to remind them that as long as Davy Jones has his to the mechanics of both spelljammers (see the
spelljammer, he will be almost impossible to catch. associated stat blocks for details), this encounter has
Scuttling the ship is the best way to ensure the pirate the following properties.
will not escape justice. Once the players have made
some strongly-recommended preparations, its is • The encounter starts with eight cursed pirates
only a short journey of about one hour from any aboard the Thunderweaver, that swing across as
point in the Jade Maelstrom to the center of the eye, soon as battle is joined.
where the Mourning Star silently waits. • On initiative count 20, if the Thunderweaver
18 has more cursed pirates that are able to fight
than conscious players on its decks, it loses
A Naval Engagement
one point of integrity as its operating crew is
As the player characters approach the center of the attacked.
maelstrom and the Mourning Star comes into view, • On initiative count 20, for each conscious
read the following: player aboard the Mourning Star, it loses
one point of integrity. If a player boards the
The Thunderweaver drives toward the Mourning Star, they are directly engaged by
Mourning Star as Vance roars to his crew with a minimum of 2 cursed pirates at any given
fury in his eyes. “Ahoy mateys! That salty scourge time (You may adjust the number of pirates
Jones and his skub ship are dead ahead. Man the that attack borders as you see fit, but keep in
guns! Steel yourselves! Today’s victory will be mind their numbers are essentially endless due
worth a week’s worth of celebrating at least. Let’s to their immortality, and will quickly swarm
give unto these bastards the gift of a swift death. anyone who is dealing catastrophic damage to
Load the guns Mr. Barker! Thrash, ready the crew! their vessel).
Lady Ricker, TAKE. US. IN.” As both ships close, • If there are no conscious players aboard the
you get your first look at the Mourning Star. The Thunderweaver, the crew becomes demoralized
opposing spelljammer glows with a radioactive and causes the spelljammer to lose 2 points of
green light which leaks from every angle and integrity each time it takes a vehicle action.
board. Swarming its decks is a small army of • If the Thunderweaver is scuttled, the Mourning
cursed pirates, each brandishing sophisticated Star pulls away and sets a course out of the Jade
weaponry with expert skill. The Mourning Maelstrom as fast as possible, hoping to return
Star moves as if alive, banking and turning as at full strength in a day or two and finish the
shark would on the high seas. Its cannons are remaining crew off.
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Part Two: X Marks the Spot
• Players can recommend a course of action ENCOUNTER STATISTICS
for the Thunderweaver to take when it uses
its vehicle actions. If Vance is alive and the Encounter Level: Epic Challenge 5
Thunderweaver is above 10 integrity, players Terrain Tags: Planar, ship
can compel Vance to take vehicle actions of Favors: Area of effect damage, ranged
their choice. attacks, spellcasters
Foils: Lone wolves, low mobility, low
In addition to the threat posed Mourning Star itself, damage.
cursed pirates will attack the players and crew of Encounter Weight: Heavy
the Thunderweaver. Pirates who board the ship Creatures: Cursed Pirates (limitless)
almost always prioritize the players unless they are
unconscious, at which point they slay the crew of
the Thunderweaver with extreme prejudice.
THE MOURNING STAR Spelljammer Properties The Mourning Star has unique 19
Titanic vehicle, unaligned properties being a spelljammer, including generating its own
gravity, with “down” being determined by the orientation
Armor Class 26 (Hull Plating) of its deck. It is unable to be affected by any spell or ability
that causes a creature to make an intelligence, wisdom, or
Integrity 30 (1 per 40 points of damage) charisma saving throw. In addition, It automatically fails
any strength, dexterity, and constitution saving throws, but
Speed fly 200 ft. cannot be affected by any spell or ability that affects a living
target. Finally, its movement speed cannot be reduced by
Damage Resistances Arcane, force, bludgeoning, piercing, non-Deific means and it cannot be critically hit.
and slashing from non-magical weapons
Integrity Integrity is a measure of how well the vehicle is
Damage Immunities Poison, psychic kept at operating efficiency. This value represents both the
Condition Immunities The Mourning Star is immune to structural integrity of the vehicle and the health of its crew.
conditions and Epic conditions, except the ignited3 Epic An attack that kills 10 crewmembers working the rigging
condition which deals 1 point of integrity damage at the start is just as likely to reduce a vehicle’s integrity as blowing a
of initiative count 20. orc sized hole in its side. If the Mourning Star’s integrity is
reduced below 20, its maximum integrity becomes 20. If the
Vulnerabilities Acid Mourning Star’s integrity is reduced below 10, its maximum
integrity becomes 10. The Mourning Star’s maximum integrity
Vehicle Actions On initiative count 20 and 10, as long as the is restored to 30 at the end of a day as the magic of ship
Mourning Star has at least 1 point of integrity, it may take one affects astonishing repairs.
of the following vehicle actions.
• Broadside! The Mourning Star makes a broadside attack • Unless stated otherwise, for every 40 points of damage
dealt in a single instance remove 1 point of Integrity
against up to five separate targets within range, none from the Mourning Star.
of which can be smaller than huge. Ranged Weapon
Attack +18 to hit, reach 600 ft. One target. Hit: 36 (10d8) Repairable As long as there is an able bodied crew available
bludgeoning damage and 36 (10d8) arcane damage, or 3 and the Mourning Star has at least 1 point of integrity, it is
points of integrity vs. vehicles. able to be repaired. The crew can restore 10 integrity over
the course of a short rest, or 30 integrity over a long rest.
• It lives! The ship’s systems, rigging, and cannons move
according to the will of Davy Jones, any hostile targets
aboard the Mourning Star are attacked by the spelljammer
as it animates, crushing, strangling, and smothering all it
can reach. Melee Weapon Attack: +18 to hit, reach 5 ft. All
targets within reach. Hit 83 (15d10) points of bludgeoning,
slashing, or piercing damage (Jones’ choice), and the target
is restrained. If this attack is successful against a restrained
target, it can instead deal no damage and eject the target up
to 60 ft. away from the Mourning Star.
• Yar, prepare to be boarded! The Mourning Star’s crew
swing across ropes and leap upon a nearby vessel causing
two cursed pirates move up to 60 ft. (fly) from the deck of
the Mourning Star to another vessel within range.
3 At the start of your turn, you take fire damage equal to your hit dice.
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Part Three: Beneath the Black God’s Eye
Terrain the comfort of his private cabin. Using his sword, he
The Thunderweaver retains its terrain features from causes the Mourning Star to focus overwhelmingly
the Leviathan’s Lament encounter. The Mourning on scuttling the Thunderweaver using its vehicle
Star is reasonably larger, being 50 ft. wide, 120 ft.
long, and 30 ft. tall. Both ships rest side to side, with actions, and is quick to replace fallen pirates to keep
a space of about 40 ft. between them.
up the pressure. If a player is causing excessive havoc
Tactics aboard the Mourning Star, Jones will begrudgingly
While the pirates are not a particularly organized or
clever lot, Davy Jones still commands his ship from use its vehicle actions to expel the intruders. The
pirates themselves revel in a good fight, and do
not expect to lose. They take risks, stab backs, and
attempt to cause as much havoc as possible with
their grenades, pistols, and sabres.
CURSED PIRATE part three:
Medium humanoid, chaotic evil beneath the
black god’s eye
Armor Class 21 (enchanted leather)
Hit Points 221 (26d8 + 104)
Speed 30 ft.
STR DEX CON INT WIS CHA When the players reduce the integrity of the
18 (+4) 20 (+5) 19 (+4) 13 (+1) 14 (+2) 16 (+3)
Saving Throws Dex +14, Con+11, Wis+9 Mourning Star to zero, read the following text, as the
Skills Insight+7, Perception+7 encounter takes a brief respite:
Damage Resistances Acid, cold
Damage Immunities Psychic, necrotic As the last cannon blasts ring out, the Mourning
Star lists to one side as munitions explosions erupt
20 Condition Immunities Frightened, incapacitated,
petrified
throughout its decks. Pirates cry out sailor’s laments
Epic Condition Immunities Insane, tainted
TRAITS and throw down their weapons as the crew of the
Thunderweaver gives a mighty roar of victory.
Cursed Weaponry A cursed pirates’ weapons are magical. Suddenly, the door to the captain’s cabin aboard
When it hits with any weapon, it deals an additional 4d6 the Mourning Star crashes open, and all present
arcane damage (included in the attack)
Eternal Service When slain, the Black God takes the soul fall silent as the form of Davy Jones solemnly
of a cursed pirate, feasting on his misery and pain. The strides across his spelljammer’s deck. Surveying his
pirate is then returned to life aboard the Mourning Start in ruined ship, he removes his large feathered hat in a
1d6 days by the power of the Black God. This effect ends if salute, raising his sword in respect to you and your
Jones is slain and the Mourning Star destroyed. companions. Captain Vance steps forward, surveying
Jones for a but a second before honoring him with
Immortal A cursed pirate is immortal. He need not eat,
drink or breath to survive.
Suicidal Attacks A cursed pirate gains Epic advantage a naval salute, which causes every dragonborn on
on its melee attack rolls as it engages in suicidal tactics. deck to do the same. Jones himself is grizzled, with
Consequently, attack rolls against cursed pirates are always sad eyes and a strong frame, with the familiar green
made with advantage. light leaking from his mouth and eyes. His sword is
magnificent, and his admirals coat more so, which
ACTIONS bristles with weapons poking out from every pocket.
Suddenly, he addresses you, his voice surprisingly
Multiattack. A Cursed Pirate makes two saber slash soft for a man of such violence. “Well fought
attacks, or one arcane pistol shot. champions, I admit you have performed better than
Saber Slash. Melee Weapon Attack: +14 to hit, reach 5 ft.,
one target. Hit: 9 (1d6 + 5) slashing damage plus 14 (4d6)
arcane damage.
Arcane Pistol Shot (Recharge 5-6). Ranged Weapon expected. I think we all know what has to happen
Attack: +14 to hit, reach 50 ft, one target. Hit: 33 (8d6 + 5) next, but before we tear each other apart, I have a
request as a man of honor. Should you claim victory
piercing damage plus 14 (4d6) arcane damage.
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Kadin De Jong (Order #27411704)
Part Three: Beneath the Black God’s Eye
in this battle between us, my men will be abandoned of abilities and tactics, something you should
by the Black God and soon die. Bury us at sea. It is familiarize yourself for an optimal experience when
our home, and it calls to us. Do this for me, and I running this encounter. This encounter is intended
will afford you a brief reprieve before our battle. to be very difficult, particularly if the players did not
take a short rest before the battle, and should have a
Summary reasonable chance of resulting in a total party wipe
If the players take Davy Jones up on his offer (a wise (a particularly gruesome fate depending on the pact
decision, especially since Jones will take them at made with the Black God).
their word), they have an opportunity to take a short
rest before engaging Jones. In either case, as soon as ENCOUNTER STATISTICS
combat is about the begin, the Black God intervenes,
transporting both Jones and the players from their Encounter Level: Mythic 6
respective ships to its altar at the Fractured Apex. Terrain Tags: Ruins, divine, stone
This is a Deific effect that cannot be prevented by Favors: strength, single target damage
any means. There, the players must defeat Jones Foils: ranged characters, high armor class
and his patron, both of which give no quarter and Encounter Weight: Lethal
use a devastating variety of abilities. Being a Mythic Creatures: Davy Jones
creature, Davy Jones has a tremendous amount
21
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Part Three: Beneath the Black God’s Eye
Terrain Aftermath
The Fractured Apex is the stone prison of the Black
God. Here, its power is strongest, and makes that Once Davy Jones has been defeated, the Black God’s
known by aiding Jones (sometimes against his will) deal is called to count. If any players were slain over
in combat with the players. The arena is large, with the course of the battle, they may find themselves
a simple altar in the middle where the players first enthralled to its service. Should the Black God be
spoke with the black god. Large crystal formations denied a new minion to command, the death of
line the 50 ft. radius circle in which the battle takes Jones drives it into an incoherent, but impotent
place, forming a wall nearly 100 ft. high. Should rage. It roars and screams in the minds of the
players venture beyond this arena, the Black God players, which, while disturbing, is harmless. Vance
immediately returns them to the Altar at the center Breig soon arrives to pick the players up and escort
via the same method it used to transport them to the them out of the maelstrom, the dangers of which
Fractured Apex in the first place. have been significantly reduced due to the Black
God exhausting its powers while aiding Jones. If
Tactics the players wish, they can salvage the wreck of the
Appendix A contains the game statistics and tactics Mourning Star and honor Jones’s request. They may
for Davy Jones. even be able to restore the spelljammer to working
order, which, when combined with Jones’s sword,
can give them a potent tool in future adventures,
provided a crew can be found.
22
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Appendix A: Davy Jones
Appendix A:
Davy Jones
Description Jones to sink his ship and give his drowned soul over,
along with those of his men. This proposal did not go
“Alright matey, let’s see how you handle 500 years of salt, over so well with his men prompting their mutiny.
grit, and good luck.” Jones was slain in the battle, and his body cast to the
sea in a proper sailor’s burial. This
If you did not know better you would swear Jones is turned out to be a tragic mistake.
but a man. Bearded, grizzled, but extremely alert, Davy
Jones is adorned in a magnificent coat that bristles 23
with what seems to be more weapons than what you
thought possible. However, as he turns to face you,
a flash of sickly green leaks out from beneath
his equipment and you feel a malevolent force
radiate from the pirate with slow, deliberate
intensity. As he draws his weapons and steps
toward you, the ground shakes as his voice
echos in unison with that of a dark god.
Background
Whoever Davy Jones was before he came upon his
fabled ship, the Mourning Star, that man is long gone.
A dread pirate that sailed the seas of the material
plane and beyond, Davy Jones was well known for
his honorable nature and his insistence that all who
served under him follow his command to the letter.
However, this code of conduct was not enough to
spare Davy Jones from the law. As he grew older,
his pirate fleet fell to tatters, and his ship was pursued
night and day by cunning enemies. In desperation,
Davy Jones prayed for the first time in his life to
whatever god ruled over the seas to provide him with
a way to save his crew and continue living their lives
as free men. From the depths a voice answered, one
that had not been heard for a millennia. Promising
eternal freedom, the voice of this Black God told
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Kadin De Jong (Order #27411704)
Appendix A: Davy Jones
Within a decade, Davy Jones returned at the helm of any element of ships function, from firing the cannons,
his new ship, the Mourning Star, a vessel of shocking raising the sails, or setting a course with the wave
complexity and technological superiority. Sailing of the blade, allowing it to function without a crew
through the sky powered by unknown forces, the ship if necessary. With Jones at the helm, it has proven
blew any opposition away with its mighty cannons impossible to catch the Mourning Star as it was designed
that spat arcane fire. Even more shocking was the to sail through skies across the planes, be they stormy
condition of Davy Jones and his loyal crew. They hells or glorious heavens. Even more frightening is
had become more than men, but somehow much the ship’s firepower which can level a small city with
less. Their eyes glowed with a sickly green light, and a single volley of its arcane cannons. The ship can
their skin was cracked like an old painting as though a planeshift itself and its entire crew to any location it has
toxic malevolence was attempting to break free. The sailed before, but can only do so once per day.
rewards for whatever price these men paid become
obvious when they are met in combat. Superhumanly Tactics
strong, quick, and resistant to damage, these pirates Davy Jones is a warrior, and fights accordingly. The
wield powerful magical weapons that have befuddled Black God has augmented his physical abilities well
and shocked scholars from across the planes. It is with beyond that of even Epic characters, and few can
these weapons that Davy Jones felled every enemy he stand up to him in a fight. Each of Jones abilities have
ever had in a matter of weeks, from king to pauper, an associated tactics section for their suggested uses.
the now disgraced pirate had no remorse for his But you should emphasize the difference between
enemies. And as swiftly as he had come, Captain Jones when Jones acts under his own power, and when the
disappeared and would not be seen again for an age. Black God aids him.
24 Regional Effects Personality
Fiddler’s Green: Davy Jones has the unique ability Jones is very confident, even with the loss of his
to intercept planar travel by waylaying them on ship. He takes no joy in the aid the Black God gives
his personal realm, Fiddler’s Green. Whenever an him, and will even pull his punches if he feels like
individual plane shifts, teleports, or magically travels the advantages the deity provides him are proving
using the astral plane within 10 miles of Davy Jones, to be too much for his opponents. He expects even
he gains immediate awareness of said activity and spellcasters to have some sense of honor, though
can choose to divert them to Fiddler’s Green as a Jones fights honorably, preferring his opponents
reaction. On this personal plane of his, rambunctious to have weapons in their hands and able to defend
fiddle music always plays, causing all but Davy Jones themselves. Jones will quickly punish foes who seek
to fall to the ground incapacitated by its mystic to win by dishonorable means, particularly if they
tones. However, if an incapacitated target is dealt try to disarm him, which he sees as one of the worst
any injuries the effect ends immediately, otherwise it crimes to commit against those that live by the sword.
continues for 5 rounds, at which point the travelers Tactics
are returned to their point of origin.
The Mourning Star: The mightiest tool in Davy Jones is a man living a cursed life, and isn’t too
Jones’s arsenal is his flying spelljammer the Mourning concerned on the outcome of a battle against a
Star. An impossibly powerful combination of magic worthy battle. His ego prevents him from handing
his opponents an easy victory, but he fights like a man
and science, the elder sea god that Jones serves raised engaging in a healthy competition rather than a fight
for one’s life. His tactics in battle should reflect this,
it from the depths so that he may wreak vengeance on with Jones gradually taking his enemies more seriously
over the course of the fight. Davy Jones should attack
those that betrayed him. Jones is far from a free man,
however, but is at least the master of his ship. Using
his greatest sword, provost, Davy Jones can command
Voyage on Astral Seas
Kadin De Jong (Order #27411704)
Appendix A: Davy Jones
DAVY JONES, KNAVE OF THE BLACK
Medium Mythic Human, Chaotic Neutral (Mythic Challenge 6)
Armor Class 27 MYTHIC ACTIONS 25
Hit Points 2,125 (250d8 + 1,000)
Speed 40 ft. On initiative count 20 (losing initiative ties), Davy Jones takes one of the
following mythic actions
STR DEX CON INT WIS CHA Pocket Cannon: Davy Jones pulls a massive loaded cannon from his jacket and
25 (+7) 28 (+9) 18 (+4) 15 (+2) 17 (+3) 22 (+6) fires a mighty blast, projecting a 50-ft. cone of shrapnel. All creatures within
the area must succeed on a DC 26 Dexterity saving throw or take 35 (10d6)
Saving Throws: Str +18, Dex +20, Con +15, Int +13, Wis +14, Cha +17 fire damage and 35 (10d6) thunder damage and be pushed to the edge of the
action’s area. A successful save halves the damage, but pushes nonetheless.
Skills: Athletics +18, Acrobatics +20, Investigation +19, Insight +20, Wrath of the Black God: (See Gift of the Black God). Davy Jones pleads with
Perception +14, Survival +14, Deception +18, Intimidation +18, Performance the black god for aid, which the dark being obliged. Until the next initiative
+18, Persuasion +18 count of 20, Davy Jones gains immunity to all hostile effects, spells, and
abilities he does not wish to be affected by, but is unable to take any actions or
Condition Immunities: Charmed, frightened, stunned, unconscious communicate in any way as he is surrounded with dark energies. When this
ability is used, three Arms of the Black God appear within 50 ft. of Jones. At the
Epic Condition Immunities: Destabilized, insane, purged start of a hostile creature’s turn, a single active Arm of the Black God can make
a tentacle slam attack against a creature within range.
Damage Immunities: Non-magic weapon damage, Psychic. When this ability ends, Jones can choose to empower one of his Legendary
actions until the end of combat or he is defeated, whichever comes first. The
Damage Resistances: Poison, thunder empowered ability gains the properties as detailed in his Legendary actions.
Senses: passive Perception 24 LEGENDARY ACTIONS
Languages: Abyssal, Celestial, Common, Draconic, Infernal, Sylvan Davy Jones can take four legendary actions, choosing from the options below.
Only one legendary action option can be used at a time, and only at the end of
TRAITS another creature’s turn. Davy Jones regains spent legendary actions at the start
of his turn.
Knave’s Luck: (5/day) If Davy Jones fails a saving throw, he can choose to Keelhaul: Davy Jones hurls a cruel hook on the end of a chain at a target up
succeed instead. In addition, if Davy Jones would attempt a Saving throw on to 60 ft. away. That target must succeed on a DC 26 Dexterity (Acrobatics)
the end of his turn against an effect, he can choose to attempt that Saving or Strength (Athletics) ability check to avoid the chain. If the check fails, the
throw at the start of his turn. creature becomes grappled (Escape DC 26) and Jones can either pull himself
Admiral’s Coat of Arms: Davy Jones has an incredible array of tools, adjacent to that creature, or pull that creature adjacent to him, making a single
technology, and weapons at his disposal. However, it is not easy for even a attack with provost. Jones cannot take his shiv bonus action while he has this
man of his strength to carry them all and maintain combat readiness. To do so, creature grappled.
he wears his grand admiral’s coat, a trophy of one of his many enemies. Each
of the pockets, clasps, and pouches functions as a bag of holding that only the Empowered: If this ability is empowered by the Black God, Davy Jones can
wearer of the coat may access. This allows him to call forth his equipment as instead whirl the chain above his head as he surges with strength, taking
easily as one draws a sword. Even then, his hoard of gear is so vast that blades, any unfortunate creature along for the ride. Jones can choose to hurl a
grenades, and knives poke out in odd places, which only adds to his menacing creature that failed its ability check to a empty space within 60 ft, dealing 63
appearance. (14d8) points of bludgeoning damage and knocking them prone.
Gift of the Black God: Davy Jones’ form is contaminated by the Black God, Loaded to the Gunwalls: Davy Jones takes a swig from his private flask, a
making him immune to any ability that would cause him to change his shape. concoction of some of the most vicious brews the planes have to offer. The
In addition, when Jones would take damage or loses an interval of 600 hit mixture affects Davy Jones as if he had freedom of movement cast upon him,
points, he gains a single use of the Wrath of the Black God mythic action, removes any non-Epic conditions and one point of exhaustion, and grants
which he uses at the first available opportunity. Jones immunity to a single type of damage of his choice until the start of his
Provost: Davy Jones wields provost, a mighty naval sabre enchanted with next turn.
powerful magic allowing him to command the Mourning Star. Davy Jones Empowered: If this ability is empowered by the Black God, Davy Jones
cannot be disarmed of this weapon. affects himself as though an anti-magic ray (Cast at tier 2, +6 to dispel) had
been cast upon him in addition to the effects above.
ACTIONS The Black Spot: Davy Jones wills the Black God to curse a target the existence
of which he knows. Jones gains awareness of that target as though he could see
Multiattack: Davy Jones makes three attacks with Provost, or two Pistol shots it clearly, which lasts until Davy Jones uses his Wrath of the Black God mythic
against two separate targets. action. The perceived target must succeed on a DC 26 Charisma saving or gain
Provost: Melee Weapon Attack: +20 to hit, reach 5 ft., one target. Hit: 28 (3d8 + the tainted5 Epic condition until the end of its next turn.
14) magical piercing damage. This attack critically hits on a 16-20. Empowered: If this ability is empowered by the Black God, a targeted
Pistol Shot: Ranged Weapon Attack: +20 to hit, range 120 ft. / 700 ft., one creature makes its saving throw at Epic disadvantage, and, on a failed saving
target. Hit: 48 (6d10 + 14) arcane damage. throw, Davy Jones may make a single Pistol Shot attack against that target
(as part of the legendary action).
BONUS ACTIONS Acrobatic Charge: Davy Jones nimbly charges with supernatural agility up to
his speed (which does not provoke opportunity attacks) in a straight line in a
Shiv: Davy Jones pulls a magical knife from his coat sticks it in an enemy. This direction of his choice, making a single Provost attack with against each target
action can only be used if Davy Jones makes an attack with provost in the same he passes within 5 ft. of over the course of his movement. If anything would
turn. Melee Weapon Attack: +18 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) prevent this movement, Davy Jones may attempt a Dexterity saving throw
magic piercing damage, and the target is disemboweled4 (Epic condition) until versus the source of that effect (versus an appropriate DC if available, such as a
the end of its next turn. spell save DC, otherwise a DC of 26) to ignore the restriction to his movement
over the course the charge.
Empowered: If this ability is empowered by the Black God, Jones
automatically succeeds on his Dexterity saving throw to ignore movement
impairing effects, and makes his Provost attacks over the course of the
charge with Epic Advantage.
4 You cannot take any bonus actions or reactions.
5 You are vulnerable to all damage during this time and allied single-target spells cannot be cast on you.
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Appendix A: Davy Jones
different opponents indiscriminately, observing how opponents up to 700 ft. away (at long range), so
they handle his abilities and attacks. If it seems like anyone who is foolish enough to think they are
an opponent is strong against an ability or devised a safe via flight should be punished accordingly.
good defense, Jones will move on to more vulnerable
targets, using his high mobility to lock down even the • Actions: Both Jones’s sword Provost and his
most elusive opponents. A foe wielding a sword can pistols are very powerful, and with their capacity
tickle Jones’ dueling fancy, particularly if they engage to critically hit can do overwhelming damage
him in one on one combat in melee. to players with low hit points maximums. Jones
should almost never use his pistols if there is
• Mythic Actions: Jones has two Mythic actions, at least one player in melee combat with him,
but has clear moments when to use each of unless that character is doing almost no damage
them. Unless he must use his Wrath of the to him and merely trying to “tank” Jones.
Black God Mythic action, he will use his Pocket Unless it would result in him suffering grievous
Cannon mythic action to great effect. Due to consequences, Jones is quick to break melee to
Jones’s high mobility and ability to position chase after opponents lurking outside his reach
his enemies, there are many ways to optimize and strike them with Provost. His +20 to hit
the use of Pocket Cannon. A particularly cruel should be more than enough to strike most foes,
combo is to use Keelhaul to pull an enemy even with disadvantage. Pistol shots can hit
to Jones just before his Mythic action, then opponents up to 700 ft. away (at long range), so
unleashing Pocket Cannon’s full force at point anyone who is foolish enough to think they are
blank range. Wrath of the Black God should be safe via flight should be punished accordingly.
used to empower Jones’s second most effective
26 legendary action against the players first,
• Legendary Actions: Jones’ legendary actions
then his most effective one second. Consider are focused on enabling him to battle more
empowering his most effective legendary action effectively with sword and pistol. Empowered
(against any particular party composition) only legendary actions through the use of his Wrath
if the players are getting extremely lucky or not of the Black God Mythic action should be used
finding Jones particularly difficult. By the time at least once, if not twice a round. Avoid using
Jones has empowered his third legendary action empowered legendary actions more than once
this way, he should be seeking to down players per round if Jones is handily winning the fight.
as quickly as possible.
‑‑ Keelhaul: This legendary action brings a lot
• Actions: Both Jones’s sword Provost and his of versatility to Jones. He can use it to escape
pistols are very powerful, and with their capacity from melee in pursuit of squishy mages, or
to critically hit can do overwhelming damage pull troublesome archers into range to be
to players with low hit points maximums. Jones gutted upon Provost. Empowered, this ability
should almost never use his pistols if there is can be used to throw characters into poor
at least one player in melee combat with him, positioning, setting up devastating Pocket
unless that character is doing almost no damage cannon rounds or keeping dangerous melee
to him and merely trying to “tank” Jones. enemies at a safe distance.
Unless it would result in him suffering grievous
consequences, Jones is quick to break melee to ‑‑ Loaded to the Gunwalls: On top of being
chase after opponents lurking outside his reach slightly disrespectful to enemies, this ability
and strike them with Provost. His +20 to hit gives Jones much needed protection against
should be more than enough to strike most foes, abilities that are giving him serious trouble.
even with disadvantage. Pistol shots can hit The freedom of movement benefit means this
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Appendix A: Davy Jones
ability should be used early into the fight, or vehicle that requires a crew of at least 50 souls
forcing players to dispel it if they wish to to operate, you may use your action to control the
attempt to prevent Jones from moving about vehicle as though it was operating at a full crew
the battlefield with ease. When empowered, compliment, animating it as though it was a living
this ability can help Jones against any powerful thing.
epic magic being used against him. Use the
damage immunity granted by this ability to To attune yourself to this item, Davy Jones and the
navigate hazards, demonstrating its power and remains of his crew must be buried as sea with full
getting Jones out of sticky situations. honors, and a toast made in his name.
‑‑ The Black Spot: The tainted Epic condition is A Nip of Courage 27
incredibly dangerous, and not many characters Wondrous item, Legendary
can navigate a Charisma saving throw easily. This magical flask contains a potent mix of whisky,
Jones should always follow up on targets he grog, and scotch. Once per day as a bonus action,
affects with this ability at least once with an a creature can drink from the flask to end a single
attack to make good use of the tainted Epic condition or Epic condition (or removing one
condition. Rogues or character making use of level of insanity) they are suffering from, and gain
powerful stealth abilities make good targets resistance to a damage type of their choice until the
for this as well, allowing Jones to put an end to end of their next turn.
their shenanigans or prevent them acting with
impunity. When empowered, a creature that Death Throes
is tainted and then shot with a pistol can take
catastrophic damage. When Davy Jones is reduced to zero hit points, he
struggles for one round to stay alive and becomes
‑‑ Acrobatic Charge: Extremely dangerous incapacitated. During this time, he thanks those
against a party who fails to position themselves that defeated him for the worthy battle, and takes
well, Jones can use this ability to escape abilities his hat off to them before closing his eyes for the last
such as forcecage and deal punishing damage time. Davy Jones refuses to be restored to life by any
at the same time. While this ability could be means, his soul finding rest in the afterlife.
used to simply charge back and forth between
groups of players for extraordinary damage, ARM OF THE BLACK GOD
avoid doing so unless Jones is on his last legs. Gargantuan Aberration, chaotic evil
If a party affords Jones the chance to attack
up to four targets at once over the course of Armor Class 19 (natural)
the charge, Jones joyfully cannot help himself Hit Points 230 (20d12 + 55))
and should jump at the opportunity. Literally. Speed 0 ft.
When empowered, Jones can’t be stopped, and
has a decent chance to critically hit with these STR DEX CON INT WIS CHA
attacks due to the Epic advantage. 28 (+9) 8 (-1) 20 (+5) 8 (-1) 10 (+0) 9 (-1)
Saving Throws: Str +17 Con +13, Wis +8
Treasure Skills: Athletics +13, Perception+7
Senses: Truesight 30 ft., passive Perception 18
Provost Languages: none
Weapon (Rapier), artifact (requires attunement)
This rapier grants a +4 bonus to attack and damage ACTIONS
rolls. In addition, while aboard a ship, spelljammer, Tentacle Slam: Melee Weapon Attack: +17 to hit, reach
50 ft., one target. Hit: 63 (12d8 + 9) bludgeoning damage
and the target must succeed on a DC 26 Dexterity saving
throw or be hoisted 50 ft. into the air and grappled.
Voyage on Astral Seas
Kadin De Jong (Order #27411704)