You are not heroes. You are bounty hunters, mercenaries, knaves, fortune seekers; hungry for gold and glory, trusting only your skill and cunning.
You are members of the Bounty Hunters Lodge, also known as The Lodge, an institution that supports the dangerous trade of bounty hunters across the multiverse.
This is an Open Table game, with a shared world and wide roster of characters.
Our adventures will be episodic one-shots, where you will be taking on bounties in two-fisted action packed adventures!
You can expect science-fantasy, age-of-sail, weird-fiction, cosmic horror, and generally pulpy tropes and themes.
About the Campaign
- You are members of the fearsome Bounty Hunters Lodge. Where everyone is bound by The Creed . Player characters are expected to collaborate, although a degree of friendly competition is not unheard of among hunters.
- People travel in ships capable of flying through space called Spelljammers, these ships are propelled by the magic of pilots attuned to magical chairs called Spelljammer Helms.
- You will traverse the infinite shores of Wildspace and the Astral Sea visiting all kinds of strange and magical worlds while working on your bounties.
- Your base of operations is on an asteroid city called The Rock of Bral, a cosmopolitan outpost that is full of scoundrels, and merchants located within the Astromundi Cluster.
- At The Rock, and across known space, there is a chain of hotels called The Sidereal Hotel which serves as safe havens for hunters and their ilk.
- It is best to forget what you know about of physics as in fantasy space things work different!
Your characters
- All Characters begin 1st level. The leveling system will allow you to catch up sooner than later.
- Your characters have made a living on the Rock of Bral for at least a year, and are competent spellfarers and bounty hunters. You have at least a basic knowledge of space.
- We will be using curated parts of the One D&D playtest material. Such as Backgrounds, floating Ability score bonuses, 1st level feats. They can be found underSpecial Rules.
- We will be using a curated selection of 18Species to create a Spelljammer-y feel.
- Many other races exist, they are just not player character race options at this time.
- We will be using point-buy to determine Ability scores. To skip the math you can use one of the optimized arrays below (includes One D&D floating ability score bonuses):
- [16, 14, 14, 12, 12, 8]
- [16, 16, 14, 12, 8, 8]
- Player options from the Player’s Handbook, Spelljammer, Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything are available.
- We won’t use the optional multi-classing rules.
- One D&D feat descriptions take precedence over other feats.
- For spells-only, add Wildemount as a resource.
- Also we are exclusively using the summoning spells from Tasha.
- There is some homebrew for Species , Feats , Tools & Vehicles & Spells
- No other resources are currently allowed.
- There are additional Tools & Vehicles proficiencies, they will play a big part of the game.
- All characters start with bonus Tool Proficiencies equal to their Intelligence modifier +1 (in addition to the Tool proficiency you get from your Background)
- We won’t worry about Languages, they will be handwaved unless they aren’t — such as trying to talk with natives from a backwater planet. If a class feature grants you additional languages, take a Tool proficiency instead.
- We will be using Renown to track character advancement as a Bounty Hunter.
- You will have plenty of time for downtime activities between sessions.
- Feel free to modify your character between sessions, until they reach level 5.
- The PC Roster is where all character’s are registered, link to character sheets, and where we keep track of things like downtime and renown.
- You can have up to 3 characters in the roster, so you can join in a variety of adventures.
- Last but not least, in your adventures expect to find strange and unique magic items and abilities! There is lots of magic!!!
What is Spelljammer?
Everything you know about space is wrong.
Imagine a universe where square worlds spin around gemstone suns. Where planets are but the fruits of a tree so vast its leaves twirl around brightly burning suns. Where ships of wood can sail the void between worlds and do battle with canons and ballistas. Where an asteroid may be a safe harbor, a smuggler’s den, or a hungry creature eager to devour any that pass by. And where daring swashbucklers and scoundrels race for fantastic treasures and literally touch the stars.
. . . Welcome to Spelljammer!
Fantasy Space
When you stand on a typical world and look up at the night sky, what you’re seeing is Wildspace and, beyond that, the Astral Sea. Exploring these realms and the many worlds they surround is the crux of a Spelljammer campaign.
A quick overview about Spelljammer physics
Magical space physics are “different”, such as Gravity Planes and Air Bubbles, even just not immediately dying in the vacuum of space is a way physics differs from our mundane understanding. You don’t no need to read this right away, but it will be helpful to understand just how weird things can get.
Denizens of space
Spellfarers are by default a flashy and daring lot. That includes NPCs, there aren't any commoners in space. That is role typically reserved for what spellfarers derogatorily call Worldhuggers.
The adventurous spirit of Spellfarers combined with the fact that there is no king of space, and laws hold no real value up here, means that the position and power of an individual are the direct result of their exploits and reputation, not their birth or rank. This has created a very cosmopolitan and meritocratic society of flamboyantly dandy folk, where coin, and one's "word" is all that can be trusted, so one's appearance is of utmost importance to mark station.
It is also important to mention that most spellfarers are not fanatics ready to die for such things as honor, king, prophet, or profit. Thus, many conflicts can be settled by proxy, such as combat to first blood, challenges of skill and luck, or good old drinking matches. Most people would prefer to willingly surrender, or even work for a foe that has bested them over choosing death. For that reason prisoners, ransoms, and ... unlikely alliances are quite normal.
I want more!
Here are some fun goodies:
- A video from the 80’s board game 🎲
- There is also an official sound track 🎶
- Spelljammer is full of iconic animal ships ⛵ that fly through Wildspace and Astral Sea ✨
- Finally the Astral Adventurer’s Guide 📕 (the player’s book, no need to read it)
Open Table style of play
An open table campaign is structured so it’s easy to pick it up and play; like playing “catch”.
Instead of having a regular set of players (party) each session, the DM sends an open invite to everyone interested, and we will play with whichever set of players can show up for a particular session.
Also if you want to take a stab at DM-ing an adventure, just let us know!
Where?
- Typical play will be online, this gives us a lower barrier to entry, and allows us to play with people we might not otherwise have opportunities to play with.
- WIP We’ll be using a VTT, DnDBeyond, and Discord or Slack (TBD)
- If you need help making a new character let us know ahead of time. If you don’t have a character ready by the start of the session you can use a pregen character.
- Occasionally we might have in-person sessions, as schedules permit.
When?
- Session slots will be distributed among week days and listed on our 📆 play calendar.
- We will typically start at 7:30 pm PST. We will play for 2-hour sessions with one or two short bio-breaks (typically wrapping up around 10:00).
- If you miss a game, you still get your full allotment of downtime to do things on the side.
How?
The Bounty Board
There is a with adventure hooks, at the start of a session players will choose which bounty they want to pursue. Coordinating ahead of time, and letting the DM know is also highly recommended!
- The clock is always ticking, bounties escalate or resolve if left open for too long.
- Your choices and actions will unlock new bounties and opportunities!
Theater of the Mind
We will be playing on a VTT, however since we are playing in a more pulpy style, we will be using fast and loose Theater of the Mind , not delving into nitty gritty play of accounting for every 5ft square.
Session Structure, Rests & Resource Management
Each session starts with the party fully rested (max resources).
- There will be two short rests per session, coinciding with player bio-breaks.
- There will be no long rests during a session, even if the events of a session take place over several days in-game.
Downtime Activities
- Time in game is roughly equivalent to real-world time, for every week of real world time, your character earns a week of in-game time for downtime activities.
- We will be using the downtime rules from Xanathar’s Guide to Everything.
Character Death
Characters might die, death is not uncommon, however it is a setting of high magic, so most characters can be brought back to a The Sidereal Hotel and revived for a fee:
- Cost for revival w/ raise dead spell
- 1000gp - (renown x10)gp
- Also your 1st revival is “free”, as you become indebted for the full cost.
If you do happen to die mid-session you can use a backup character from your roster, an accompanying NPC or a pregen character until the end of the session.
Safety Tools
Rating & Warnings
- We will be playing with a Marvel-style PG13 rating.
- Our adventure’s will features themes of fantasy violence, cosmic horror, world destruction, post-war repercussions, suffocation, whaling, undead, insects, fungi & slime, space clowns, mind control & many brain sucking monsters.
Lines & Veils
- Lines. This game will not contain physical violence towards children, unwanted sexual content, party-initiated torture, or inter-party betrayal.
- Veils. Cannibalism, mental assault, ritual sacrifice, kidnapping, consensual sex, enemy-initiated torture, or parasitic invasions will be “veiled” off-screen.
Pause for a minute
- If at any time you feel lost, or don’t feel comfortable with the direction of the game, just say “pause for a minute” in the voice or text chat, we will stop the game and address your concerns. Whoever paused can either talk about their current thought, ask for a break, or ask to talk to the DM privately.
- When the situation is resolved, the DM can say "game on" and the game resumes.
Creating a character
All characters start 1st level. It is assumed characters have made a living on the Rock of Bral for at least a year, and are competent spellfarers that have flown through Wildspace before. You are not clueless worldhuggers (unless you choose so).
1. Choose a playable species
or roll a d20 to determine one randomly!
d20 | Species | d20 | Species |
1 | Astral Elf | 12 | Illithid Renegade |
2 | Asteroid Dwarf | 13 | Lizardfolk |
3 | Dohwar | 14 | Plasmoid |
4 | Droid (Autognome) | 15 | Rock Hopper |
5 | Giff | 16 | Scro |
6 | Githyanki | 17 | Star Child |
7 | Gnome | 18 | Thri-Kreen |
8 | Hadozee | 19 | Vodoni |
9-11 | Human | 20 | Wiggle |
2. Choose a background
- Ability Scores. When you determine your character’s ability scores, choose two of them, and increase one by 2 and the other one by 1. Alternatively, choose three ability scores, and increase each of them by 1.
For an optimized ready array for your character, that includes the above bonuses, use:
16, 14, 14, 12, 12, 8 or 16, 16, 14, 12, 8, 8
- Feat. Choose one 1st-level , your character starts with that feat.
- Skill Proficiencies. Choose two Skills. Your character gains Proficiency in them.
- Tool Proficiency. Choose one tool. Your character gains TOOL PROFICIENCY with it.
- We have an expanded list of Tools & Vehicles, so check it out!
- All characters start with bonus Tool Proficiencies equal to their Intelligence modifier +1 (in addition to the Tool proficiency you get from your Background)
- Equipment. Your character starts with 50 GP to spend on starting equipment. The character keeps any unspent GP as spare coin.
SAMPLE BACKGROUNDS
Here are some backgrounds, however do feel free to customize these or make your own!
3. Choose a class
You can choose from all classes and subclasses in the Player’s Handbook, Xanathar’s Guide to Everything and Tasha’s Cauldron of Everything.
To keep things sane, and balanced between characters we are not using the optional rules of multi-classing.
4. A thousand quick bounty hunter backstories!
Why did you become a bounty hunter & what complications do you have?
- Here is some inspiration, just roll 3d10!
D10 | Why did you become a bounty hunter? | Complications | Whom |
1 | I got into this line of work to get into trouble and drink whiskey, and my glass is looking mighty empty. | Indebted to … | Corrupt Noble |
2 | I hunt down bad people who do bad things before they can do any more harm. | Uneasy alliance with … | Merchant Guild |
3 | I will do whatever it takes to become wealthy. | Hunted by … | Crime Lord |
4 | I’m trying to pay off an old debt I owe to some very dangerous people. | Enemies with … | Bloodthirsty Pirate |
5 | Every bounty I bring in, gets me closer to retirement and a quiet life. | Rivals with … | Supernatural Entity |
6 | My first ever bounty got away and people I loved got hurt because of it. Never again. | Sinister Pact to …. | Eldritch Cult |
7 | I’m from a long line of hunters, and we always get our mark | Duty bound by … | Sinister Sorcerer |
8 | I treat every hunt like a puzzle to crack or a way to test my skills. | Betrayed the … | Monstruos Creature |
9 | I will get these criminals off the street with help from the law or not. | Obsessed with … | Extended Family |
10 | The contract turned sour, and now I find myself yoked to dangerously twisted employers. | Have Forbidden Knowledge on … | Former Master |
Character Progression
Level Advancement
In a shared campaign characters gain levels not by accumulating experience points but by reaching checkpoints. This system rewards characters and players for taking part in a session.
A character reaches 1 checkpoint for each hour an adventure is designed to last (~ 2hours).
If a character completes an adventure designed for a tier higher than the character's current tier, the character is awarded 2 additional checkpoints.
Using Checkpoints
The number of checkpoints needed to gain the next level depends on a character's level:
- 2 checkpoints needed to reach level 2.
- Between levels 2—4, 4 checkpoints are needed to advance a level.
- At level 5 and above, reaching 8 checkpoints is needed to advance a level.
At the end of a play session, characters level up if they have reached enough checkpoints to do so. The required number of checkpoints is expended, and any remaining checkpoints are applied toward the next opportunity for advancement.
Your renown as a Bounty Hunter
Completing bounties and other activities increases your Renown , impacting your position and benefits in the Bounty Hunters Lodge .
Bonus points!
For each one of these questions you answer in written for your character you earn an additional point of Renown :
- Who is your favorite contact or patron (npc), and what are you doing for them?
- Who is your rival (npc), and how did your rivalry start?
- To whom do you owe a 10,000 GP, and why are they still letting you roaming free?