Summary
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Astral Sea and Wildspace provides fun backgrounds for all space theme Dungeons & Dragons campaign.
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Meeting mental flapers, futuristic weapons and cosmic threats in space to save allies or prevent conspiracy.
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Join Treasure Hunts, shield Space Pirates and intercept enemy vessels in AirShip Adventures in Wildspace.
Adventure in the Astral Sea, Wildspace and other extra plans Realms Beyond may be some of the most fun places to put an adventure in Dungeons & Dragons. Exciting with strange creatures, interesting potential for meetings and unique places, outer space adventures are very unique and can inspire players to create some fascinating character buildings.
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But how should you start a campaign or even a single adventure in the Astral Sea or outer space? If you are not sure where to start, it can be difficult to get an adventure from the ground (so to speak). Here are some adventure hooks to use for outer space.
10
Strange portal
Is that thing glowing?
One night, while the party rests and recovers from a long adventure, a mysterious portal is shown in the middle of its bastion or retains. The portal shines a sickly green, and players can hear rebellion on the other side of it.
If they choose to investigate and travel through the portal to the other side, the party will be magically transported to a strange and exotic plane in the middle of the Astral Sea. When they do, the portal closes behind them and leaves them only with what gear they have come through the portal with. Players must navigate in the large astral sea to get home.
9
The mysterious ship
Ufos in dnd
Late at night, while the party travels across a huge countryside, discovers someone in the party who looks like a shooting star. But it's strange, this shooting star seems to fly very low to the ground. Within minutes, the party will soon find that it is not a shooting star at all.
A strange foreign vessel hovers over the party's head and lands just nearby past Treeline. If the party investigates, they may encounter a ship filled with Githyanki, Giff or other species known for traveling the Astral Sea.
8
Abduction
Not just for cows anymore
As we cross a dastardly dungeon, the party feels a strange bum under the foot. Or does the bully come from above? After completing their hike through the dungeon, the structure of the structure is to be deceived from them above them and reveals a flying ship with sails and wings.
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With the help of telekinetic or psionic forces, the ship captures the party and transports them from the world and deep into the recess of the Astral Sea. Players will need to command the ship and force them to return if they ever want to return to the material plane. Or they can start new lives in the Astral Sea; It is their choice.
7
The tax plan
As the movie, kind of
In a lively city on the material plane, known for its ability to travel into space with the help of steampunk-like airships, the word has spread like a wildfire of a huge planet full of treasure, magical objects and gold in addition to any wildest dreams. If players want to participate in this treasure hunt, they must go fast.
Renting, buying or stealing an airship will be their first task, followed by having to find a way to the mysterious planet filled with treasure. If the party turns out to be successful, they will return to the material plane richer than they have ever dreamed and be able to give up adventure completely if they wish.
6
Message from another world
Take us to your leader
For several nights, different members of the party are awakened at night by a strange, ethereal voice that calls them. Although it does not appear physically, a message from another planet seems far into the Astral sea calling to the players and asks them for help.
Players may remain wondering if this voice is really benevolent, and if they would respond to the conversation for help. Or, if perhaps the voice is actually a smart debris, designed to attract the party to a trap on a planet they have never heard of. Regardless of their course of action, you can have players either to travel to the Astral Sea or bring these creatures to the players.
5
Mind Flayer Attacks
Is no longer classic
Mind Flayers are well known to be avid spacecraft thanks to their iconic Mind Flayer vessels. Because of this, it is to use Mind Flayers as an antagonist for a space-bound campaign a classic move for all Dungeons & Dragons campaigns. For this adventure hook, let a group Mind Flayers land their vessels outside a place loved ones for the players.
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During their siege of this place, they capture an ally of the party's and take them into space for some unknown purposes. Players will have to board a Mind Flayer vessel before it leaves, after the creatures into space to get some hope of saving their allies.
4
Unknown weapons
Pew, Pew, Pew!
This adventure hook starts on the material plane, but can soon reveal a conspiracy of cosmic proportions. While the party strives for an adventure thread, release in detail that some of the enemies they have fought have strange, futuristic appearance weapons that are almost similar to laser blowers. From there, let the party meet these enemies more and more until one day they cross roads directly.
When pursuing or following these creatures, the party discovers a hidden space port under the surface of a settlement, from which these creatures seem to come and go. If the party will ever hinder these creatures, they must use the space port to enter the Astral Sea and track the source of these creatures in an attempt to understand their machinations.
3
Tourist traps
The moon has become so touristy
The party hears tells of an eccentric noble that offers trips to the Astral Sea on his private airship. Of course, the party is curious, but also deeply suspicious. If they choose to continue this thread, you can either have party tickets on the air cut or employed by Noble to serve as armed guards during the trip.
But when the ship takes off, it will soon be aboard Space Pirates! The party will need to take out the pirates or negotiate with them to make sure they return to the material plane safely, with all Noble's guests intact.
2
Sun bowl
Don't look at it directly
A city that rests on a mountain peak reaches out to the party for help. Strangely, the city has been bombarded by odd, but powerful energy flies that appear to come from the sun or any other range of space. The party will need to investigate further.
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Once in town, they can soon discover that the flares are actually a weapon fire from a remote spaceship that is heading towards the material plane. The party will need help from an airship captain and fly out into space to catch enemy vessels that are heading straight towards them. This can prove for a great opportunity to use Space-on-Ship Space Strid in your campaign.
1
The meteorite
Heads up!
One night, when the party rests on the open road, a medium -sized meteorite floats over the head and lands about 20 meters away. If the party investigates, they may discover that this meteorite is not a meteorite at all, but actually a small spaceship that is disguised to look like a meteorite. The alien creature asks the party for help in their home world.
If the party agrees, the foreigner can transport the party to its home world, which means that they are time to investigate the source of a mysterious plague that devastates the foreigner's home world. But the party will soon learn that if they fail with their mission, the creature that brought them here will not be able to send them back and leave them stranded in the Astral Sea.
Dungeons and dragons
- Original release date
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1974
- Designer
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E. Gary Gygax, Dave Arneson
- Player count
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2+