Planetary Dossier: 7x-4g375 world. Each one monument to a million forgotten lives. is up. The only way out heaps of the wrecked and obsolete stretch across the landscape in mountainous ranges. After centuries as the galaxy’s dumping ground, over 70% of the planet’s surface is comprised of massive junkyards. Towering The planet is largely deserted although a few hundred people live in small settlements amongst the scrap. Nonetheless... Designated waste planet 7x-4g375 --Planet Swamp-- It is a dying However the players arrive on Swamp, they find themselves trapped with no way off planet. They arrive on barren plain with the settlement of sweet horizon on a hill in the distance, with towering dark mountains beyond. As they draw closer they see that the mountains are actually massive piles of scrapped vehicles; spaceships, boats, cars, and all manner or other scrap form towering megaliths that stretch on for miles. Asking around town they players can find out information about the planet, that the junklands cover a good quarter of the planets surface, and 70% of the planets land. Most of the junklands are wild and lawless, several gangs have territories. Sweet horizon is a neutral ground of sorts, though fights do still breakout occasionally. Asking about a way off planet, they get directed to Cooter, who lives in a workshop a few hours outside town and has spent the last few years trying to build a working spaceship. Hello! Welcome to this zine / mini module. Given the release of spelljammer I wanted to write something spacey, and this is what I came up with. Its designed with low level characters in mind, as way to have the party aquire a spelljamming helm. The adventure is set on the planet Swamp. While the planet is mostly uninhabited, a few do live on the surface. The only true settlement on the planet is Sweet Horizon, which has a few struggling agricultural operations and suite of basic amenities. The rest of population is made up of outlaw gangs who roam the junklands, as well aa a crazy hermit or two. All of the artwork in this zine was created with the assistance of Stable Diffusion and Dall-e, With a few minor alterations by myself. Thanks to Watabou.itch.io for the dungeon map. 1. Gorbo’s Tavern and Bistro 4. Longhouse 2 Junkland outfitters 3. Traders post. Bunks for weary travellers. Not much in the way of privacy however. Basic tools and supplies for those heading into the junklands looking for salvage. Cooter can have the frame of the ship completed in a few hours, but he needs a psionic interface to get his makeshift helm functioning, and would prefer the ship to have some form of heavy weaponry to be better prepared for any trip through wildspace. “As you push open the door to Cooters workshop, you find yourself in what looks like a brightly lit hanger. The frame of a starship dominates the centre of the space, with various tools and materials stacked to the sides. Against one wall you see what appears to be the pieces of several broken a spelljamming helms patched together with a hodge-podge of scavenged machine parts in a distincly handmade fashion. Cooter suggests that the players speak to Zeke for advice on finding a working psionic interface. As far as weapons, most vessels are stripped clean of them before being dumped, and the few that exist have mostly been snatched up by the junkland gangs. Maybe they can help? When they return to Sweet Horizon and talk to Zeke, she tells them the following: “ The best Psitech usually comes in shipments of gith vessels. The last such shipment was a few weeks ago over the range about 20 miles southeast of town but if youre thinking about heading out that way id think again, the junk out there is miles high and it takes a month or two for a pile to settle properly after a new shipment. Still thats the best place I know of to look.” If players ask about the junkland gangs, she tells them the nearest gang, the Deathkillers, has a base 10 miles east of town, but otherwise advises them to steer clear, and not make any trouble that could come back to harm Sweet Horizon. The players stumble into a cavern with a long platinum dagger embedded in a mechanism on the far wall, opposite a metallic canid statue. If anyone attempts to take the dagger, the statue comes to life as a steel predator. The creature is a defense drone and only cares about returning the dagger, though it will attack if necessary. Remind your players that they can run. Junkland Encounters Players hear a knocking banging sound coming from a nearby pile of scrap. When they investigate they discover a small automoton (BILL) who claims to have been trapped for two centuries. He asks them to acompany him deeper into what must once have been his ship to check if any more of his crew have survived. If they go with him they find the corpse of another small automoton. While the players attempt to comfort BILL, they are ambushed by four more little automotons, as well as BILL and the “corpse”. The players encounter a group of gang members on patrol. They are not outright hostile, but are very defensive of their territory can be talked into a fight. If the players mention coming from Sweet Horizon they might ask to trade for food. To find a functioning psionic interface, players need to ascend a treacherous mountain of wreckage. The interface is high up in the wreck of a 100ft long space cruiser, perched nose down in the summit and player need to climb up through the ship without toppling it The Ascent Each player who decides to make the climb must make three DC 15 Checks (athletics or acrobatics). On a failure a player doesn’t fall, but after 3 (3-6) failures the players feel the ship shift under them and the mountainside starts to collapse. (Players also make these checks when decending) Retrieving the Psionic interface is simple enough, the device is a small moderately heavy luminous box that fits easily within a backpack. If the ship does fall, it rapidly picks up speed, rendering anyone inside effectively weightless. The ship slams sidelong into obstacles twice during the decent, each requiring anyone inside to make a DC13 dexterity saving throw to avoid being slammed against a wall (2d6 bludgeoning damage). The ship eventually smashes into the ground in a somewhat cushioned way and everyone inside takes 4D10 falling damage. The Deathkiller Gang’s base There are two bandits in each of the four watchtowers. Inside the main building is a veteran and a bandit captain. A vehicle parked next to the main building has a heavy gauss rifle (starship class) mounted. The key to the vehicle is with a guard in the NW tower. If five gang members are killed, the rest will release a captive malacite on the party, and attempt to flee for reinforcements. If the party manage to steal the gun, they return to cooter who needs a hour or so to install it. Once the ship is ready, Cooter asks which member of the party would like to pilot it, pronouncing them captain. Then he asks them for a lift to anywhere else. Optional: Ask whoever attunes to the helm to describe the final form and appearance that the ship takes as the helm fuses with the frame. Astral entity ZE-052: <Malicite>. Class III Parasitic xenomorph Native to the astral plane, these parasites feed upon the psychic residue of fear and pain. Though they primarily dwell in the depths of the astral sea where their food is sparse, the growing presence living beings in the astral plane has provided a wealth of real objects embedded with powerful psychic memories. There are regions of the junklands built from the wreckage of countless celestial wars, and these have become a feasting ground for violent astral creatures like the Malacite. Metamorphic, it can fire psuedopod like limbs to restrain and drain its prey, or transform its skin to a diamond hard crystalline form. AC : 19, HP : 75, SPD : 20ft (Climb 20ft) S : 18(+4), D : 10(0), C : 17(+3), I : 7(-2), W : 16(+3), Ch : 6(-3) Percetion +6, Stealth +5. Damage resistances All non-magical damage(When activated) Condition immunities Charmed, Frightened. Metamorphic Skin a Malicite can use its reaction to reorganise it flesh into a hard diamond-like configuration that is resistant to (non-magical) damage. This benefit ends at the end of the round or when the Malacite next moves or attacks. Multiattack The malacite makes two pseudopod attacks, a bite attack, and psychically drains anyone it has grappled. Bite Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage. Pseudopod The malicite fires a long tentril up to 40ft to strike a creature. +6 to hit. Hit : the target is grappled (escape DC 15), while grappled the target is restrained. A grappled creature is dragged 10ft closer each round it doesnt escape. A Malicite can have up to 5 tendrils and each tendril has AC: 17, HP: 10 Psychic drain All creatures grappled by the malicite make make a DC 15 intelligence saving throw. On a fail, the creature takes 2d4 psychic damage and the malicite regains hitpoints equal to half the damage dealt. On a success their is no effect.